shithub: choc

ref: 1901777acea62666bf6007b6ccce6f1f4cdb65dc
dir: /src/hexen/p_map.c/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
//
// 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.
//
//-----------------------------------------------------------------------------


#include "h2def.h"
#include "i_system.h"
#include "m_bbox.h"
#include "p_local.h"
#include "s_sound.h"

static void CheckForPushSpecial(line_t * line, int side, mobj_t * mobj);

/*
===============================================================================

NOTES:


===============================================================================
*/

/*
===============================================================================

mobj_t NOTES

mobj_ts are used to tell the refresh where to draw an image, tell the world simulation when objects are contacted, and tell the sound driver how to position a sound.

The refresh uses the next and prev links to follow lists of things in sectors as they are being drawn.  The sprite, frame, and angle elements determine which patch_t is used to draw the sprite if it is visible.  The sprite and frame values are allmost allways set from state_t structures.  The statescr.exe utility generates the states.h and states.c files that contain the sprite/frame numbers from the statescr.txt source file.  The xyz origin point represents a point at the bottom middle of the sprite (between the feet of a biped).  This is the default origin position for patch_ts grabbed with lumpy.exe.  A walking creature will have its z equal to the floor it is standing on.

The sound code uses the x,y, and subsector fields to do stereo positioning of any sound effited by the mobj_t.

The play simulation uses the blocklinks, x,y,z, radius, height to determine when mobj_ts are touching each other, touching lines in the map, or hit by trace lines (gunshots, lines of sight, etc). The mobj_t->flags element has various bit flags used by the simulation.


Every mobj_t is linked into a single sector based on it's origin coordinates.
The subsector_t is found with R_PointInSubsector(x,y), and the sector_t can be found with subsector->sector.  The sector links are only used by the rendering code,  the play simulation does not care about them at all.

Any mobj_t that needs to be acted upon be something else in the play world (block movement, be shot, etc) will also need to be linked into the blockmap.  If the thing has the MF_NOBLOCK flag set, it will not use the block links. It can still interact with other things, but only as the instigator (missiles will run into other things, but nothing can run into a missile).   Each block in the grid is 128*128 units, and knows about every line_t that it contains a piece of, and every interactable mobj_t that has it's origin contained.

A valid mobj_t is a mobj_t that has the proper subsector_t filled in for it's xy coordinates and is linked into the subsector's sector or has the MF_NOSECTOR flag set (the subsector_t needs to be valid even if MF_NOSECTOR is set), and is linked into a blockmap block or has the MF_NOBLOCKMAP flag set.  Links should only be modified by the P_[Un]SetThingPosition () functions.  Do not change the MF_NO? flags while a thing is valid.


===============================================================================
*/

fixed_t tmbbox[4];
mobj_t *tmthing;
mobj_t *tsthing;
int tmflags;
fixed_t tmx, tmy;

boolean floatok;                // if true, move would be ok if
                                                        // within tmfloorz - tmceilingz

fixed_t tmfloorz, tmceilingz, tmdropoffz;
int tmfloorpic;

// 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
#define MAXSPECIALCROSS 8
line_t *spechit[MAXSPECIALCROSS];
int numspechit;

mobj_t *onmobj;                 // generic global onmobj...used for landing on pods/players
mobj_t *BlockingMobj;

/*
===============================================================================

					TELEPORT MOVE

===============================================================================
*/

/*
==================
=
= PIT_StompThing
=
==================
*/

boolean PIT_StompThing(mobj_t * thing)
{
    fixed_t blockdist;

    if (!(thing->flags & MF_SHOOTABLE))
        return true;

    blockdist = thing->radius + tmthing->radius;
    if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
        return true;            // didn't hit it

    if (thing == tmthing)
        return true;            // don't clip against self

    if (!(tmthing->flags2 & MF2_TELESTOMP))
    {                           // Not allowed to stomp things
        return (false);
    }

    P_DamageMobj(thing, tmthing, tmthing, 10000);

    return true;
}


/*
===================
=
= P_TeleportMove
=
===================
*/

boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y)
{
    int xl, xh, yl, yh, bx, 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 = NULL;

//
// 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;
    tmfloorpic = newsubsec->sector->floorpic;

    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;
}


boolean PIT_ThrustStompThing(mobj_t * thing)
{
    fixed_t blockdist;

    if (!(thing->flags & MF_SHOOTABLE))
        return true;

    blockdist = thing->radius + tsthing->radius;
    if (abs(thing->x - tsthing->x) >= blockdist ||
        abs(thing->y - tsthing->y) >= blockdist ||
        (thing->z > tsthing->z + tsthing->height))
        return true;            // didn't hit it

    if (thing == tsthing)
        return true;            // don't clip against self

    P_DamageMobj(thing, tsthing, tsthing, 10001);
    tsthing->args[1] = 1;       // Mark thrust thing as bloody

    return true;
}



void PIT_ThrustSpike(mobj_t * actor)
{
    int xl, xh, yl, yh, bx, by;
    int x0, x2, y0, y2;

    tsthing = actor;

    x0 = actor->x - actor->info->radius;
    x2 = actor->x + actor->info->radius;
    y0 = actor->y - actor->info->radius;
    y2 = actor->y + actor->info->radius;

    xl = (x0 - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
    xh = (x2 - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
    yl = (y0 - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
    yh = (y2 - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;

    // stomp on any things contacted
    for (bx = xl; bx <= xh; bx++)
        for (by = yl; by <= yh; by++)
            P_BlockThingsIterator(bx, by, PIT_ThrustStompThing);
}



/*
===============================================================================

					MOVEMENT ITERATOR FUNCTIONS

===============================================================================
*/

/*
==================
=
= PIT_CheckLine
=
= Adjusts tmfloorz and tmceilingz as lines are contacted
==================
*/

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)
    {                           // One sided line
        if (tmthing->flags2 & MF2_BLASTED)
        {
            P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
        }
        CheckForPushSpecial(ld, 0, tmthing);
        return (false);
    }
    if (!(tmthing->flags & MF_MISSILE))
    {
        if (ld->flags & ML_BLOCKING)
        {                       // Explicitly blocking everything
            if (tmthing->flags2 & MF2_BLASTED)
            {
                P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
            }
            CheckForPushSpecial(ld, 0, tmthing);
            return (false);
        }
        if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS)
        {                       // Block monsters only
            if (tmthing->flags2 & MF2_BLASTED)
            {
                P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
            }
            return (false);
        }
    }
    P_LineOpening(ld);          // set openrange, opentop, openbottom
    // adjust floor / ceiling heights
    if (opentop < tmceilingz)
    {
        tmceilingz = opentop;
        ceilingline = ld;
    }
    if (openbottom > tmfloorz)
    {
        tmfloorz = openbottom;
    }
    if (lowfloor < tmdropoffz)
    {
        tmdropoffz = lowfloor;
    }
    if (ld->special)
    {                           // Contacted a special line, add it to the list
        spechit[numspechit] = ld;
        numspechit++;
    }
    return (true);
}

//---------------------------------------------------------------------------
//
// FUNC PIT_CheckThing
//
//---------------------------------------------------------------------------

boolean PIT_CheckThing(mobj_t * thing)
{
    fixed_t blockdist;
    boolean solid;
    int damage;

    if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)))
    {                           // Can't hit thing
        return (true);
    }
    blockdist = thing->radius + tmthing->radius;
    if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
    {                           // Didn't hit thing
        return (true);
    }
    if (thing == tmthing)
    {                           // Don't clip against self
        return (true);
    }
    BlockingMobj = thing;
    if (tmthing->flags2 & MF2_PASSMOBJ)
    {                           // check if a mobj passed over/under another object
        if (tmthing->type == MT_BISHOP && thing->type == MT_BISHOP)
        {                       // don't let bishops fly over other bishops
            return false;
        }
        if (tmthing->z >= thing->z + thing->height
            && !(thing->flags & MF_SPECIAL))
        {
            return (true);
        }
        else if (tmthing->z + tmthing->height < thing->z
                 && !(thing->flags & MF_SPECIAL))
        {                       // under thing
            return (true);
        }
    }
    // Check for skulls slamming into things
    if (tmthing->flags & MF_SKULLFLY)
    {
        if (tmthing->type == MT_MINOTAUR)
        {
            // Slamming minotaurs shouldn't move non-creatures
            if (!(thing->flags & MF_COUNTKILL))
            {
                return (false);
            }
        }
        else if (tmthing->type == MT_HOLY_FX)
        {
            if (thing->flags & MF_SHOOTABLE && thing != tmthing->target)
            {
                if (netgame && !deathmatch && thing->player)
                {               // don't attack other co-op players
                    return true;
                }
                if (thing->flags2 & MF2_REFLECTIVE
                    && (thing->player || thing->flags2 & MF2_BOSS))
                {
                    tmthing->special1 = (int) tmthing->target;
                    tmthing->target = thing;
                    return true;
                }
                if (thing->flags & MF_COUNTKILL || thing->player)
                {
                    tmthing->special1 = (int) thing;
                }
                if (P_Random() < 96)
                {
                    damage = 12;
                    if (thing->player || thing->flags2 & MF2_BOSS)
                    {
                        damage = 3;
                        // ghost burns out faster when attacking players/bosses
                        tmthing->health -= 6;
                    }
                    P_DamageMobj(thing, tmthing, tmthing->target, damage);
                    if (P_Random() < 128)
                    {
                        P_SpawnMobj(tmthing->x, tmthing->y, tmthing->z,
                                    MT_HOLY_PUFF);
                        S_StartSound(tmthing, SFX_SPIRIT_ATTACK);
                        if (thing->flags & MF_COUNTKILL && P_Random() < 128
                            && !S_GetSoundPlayingInfo(thing, SFX_PUPPYBEAT))
                        {
                            if ((thing->type == MT_CENTAUR) ||
                                (thing->type == MT_CENTAURLEADER) ||
                                (thing->type == MT_ETTIN))
                            {
                                S_StartSound(thing, SFX_PUPPYBEAT);
                            }
                        }
                    }
                }
                if (thing->health <= 0)
                {
                    tmthing->special1 = 0;
                }
            }
            return true;
        }
        damage = ((P_Random() % 8) + 1) * tmthing->damage;
        P_DamageMobj(thing, tmthing, tmthing, damage);
        tmthing->flags &= ~MF_SKULLFLY;
        tmthing->momx = tmthing->momy = tmthing->momz = 0;
        P_SetMobjState(tmthing, tmthing->info->seestate);
        return (false);
    }
    // Check for blasted thing running into another
    if (tmthing->flags2 & MF2_BLASTED && thing->flags & MF_SHOOTABLE)
    {
        if (!(thing->flags2 & MF2_BOSS) && (thing->flags & MF_COUNTKILL))
        {
            thing->momx += tmthing->momx;
            thing->momy += tmthing->momy;
            if ((thing->momx + thing->momy) > 3 * FRACUNIT)
            {
                damage = (tmthing->info->mass / 100) + 1;
                P_DamageMobj(thing, tmthing, tmthing, damage);
                damage = (thing->info->mass / 100) + 1;
                P_DamageMobj(tmthing, thing, thing, damage >> 2);
            }
            return (false);
        }
    }
    // Check for missile
    if (tmthing->flags & MF_MISSILE)
    {
        // Check for a non-shootable mobj
        if (thing->flags2 & MF2_NONSHOOTABLE)
        {
            return true;
        }
        // Check if it went over / under
        if (tmthing->z > thing->z + thing->height)
        {                       // Over thing
            return (true);
        }
        if (tmthing->z + tmthing->height < thing->z)
        {                       // Under thing
            return (true);
        }
        if (tmthing->flags2 & MF2_FLOORBOUNCE)
        {
            if (tmthing->target == thing || !(thing->flags & MF_SOLID))
            {
                return true;
            }
            else
            {
                return false;
            }
        }
        if (tmthing->type == MT_LIGHTNING_FLOOR
            || tmthing->type == MT_LIGHTNING_CEILING)
        {
            if (thing->flags & MF_SHOOTABLE && thing != tmthing->target)
            {
                if (thing->info->mass != INT_MAX)
                {
                    thing->momx += tmthing->momx >> 4;
                    thing->momy += tmthing->momy >> 4;
                }
                if ((!thing->player && !(thing->flags2 & MF2_BOSS))
                    || !(leveltime & 1))
                {
                    if (thing->type == MT_CENTAUR
                        || thing->type == MT_CENTAURLEADER)
                    {           // Lightning does more damage to centaurs
                        P_DamageMobj(thing, tmthing, tmthing->target, 9);
                    }
                    else
                    {
                        P_DamageMobj(thing, tmthing, tmthing->target, 3);
                    }
                    if (!(S_GetSoundPlayingInfo(tmthing,
                                                SFX_MAGE_LIGHTNING_ZAP)))
                    {
                        S_StartSound(tmthing, SFX_MAGE_LIGHTNING_ZAP);
                    }
                    if (thing->flags & MF_COUNTKILL && P_Random() < 64
                        && !S_GetSoundPlayingInfo(thing, SFX_PUPPYBEAT))
                    {
                        if ((thing->type == MT_CENTAUR) ||
                            (thing->type == MT_CENTAURLEADER) ||
                            (thing->type == MT_ETTIN))
                        {
                            S_StartSound(thing, SFX_PUPPYBEAT);
                        }
                    }
                }
                tmthing->health--;
                if (tmthing->health <= 0 || thing->health <= 0)
                {
                    return false;
                }
                if (tmthing->type == MT_LIGHTNING_FLOOR)
                {
                    if (tmthing->special2
                        && !((mobj_t *) tmthing->special2)->special1)
                    {
                        ((mobj_t *) tmthing->special2)->special1 =
                            (int) thing;
                    }
                }
                else if (!tmthing->special1)
                {
                    tmthing->special1 = (int) thing;
                }
            }
            return true;        // lightning zaps through all sprites
        }
        else if (tmthing->type == MT_LIGHTNING_ZAP)
        {
            mobj_t *lmo;

            if (thing->flags & MF_SHOOTABLE && thing != tmthing->target)
            {
                lmo = (mobj_t *) tmthing->special2;
                if (lmo)
                {
                    if (lmo->type == MT_LIGHTNING_FLOOR)
                    {
                        if (lmo->special2
                            && !((mobj_t *) lmo->special2)->special1)
                        {
                            ((mobj_t *) lmo->special2)->special1 =
                                (int) thing;
                        }
                    }
                    else if (!lmo->special1)
                    {
                        lmo->special1 = (int) thing;
                    }
                    if (!(leveltime & 3))
                    {
                        lmo->health--;
                    }
                }
            }
        }
        else if (tmthing->type == MT_MSTAFF_FX2 && thing != tmthing->target)
        {
            if (!thing->player && !(thing->flags2 & MF2_BOSS))
            {
                switch (thing->type)
                {
                    case MT_FIGHTER_BOSS:      // these not flagged boss
                    case MT_CLERIC_BOSS:       // so they can be blasted
                    case MT_MAGE_BOSS:
                        break;
                    default:
                        P_DamageMobj(thing, tmthing, tmthing->target, 10);
                        return true;
                        break;
                }
            }
        }
        if (tmthing->target && tmthing->target->type == thing->type)
        {                       // Don't hit same species as originator
            if (thing == tmthing->target)
            {                   // Don't missile self
                return (true);
            }
            if (!thing->player)
            {                   // Hit same species as originator, explode, no damage
                return (false);
            }
        }
        if (!(thing->flags & MF_SHOOTABLE))
        {                       // Didn't do any damage
            return !(thing->flags & MF_SOLID);
        }
        if (tmthing->flags2 & MF2_RIP)
        {
            if (!(thing->flags & MF_NOBLOOD) &&
                !(thing->flags2 & MF2_REFLECTIVE) &&
                !(thing->flags2 & MF2_INVULNERABLE))
            {                   // Ok to spawn some blood
                P_RipperBlood(tmthing);
            }
            //S_StartSound(tmthing, sfx_ripslop);
            damage = ((P_Random() & 3) + 2) * tmthing->damage;
            P_DamageMobj(thing, tmthing, tmthing->target, damage);
            if (thing->flags2 & MF2_PUSHABLE
                && !(tmthing->flags2 & MF2_CANNOTPUSH))
            {                   // Push thing
                thing->momx += tmthing->momx >> 2;
                thing->momy += tmthing->momy >> 2;
            }
            numspechit = 0;
            return (true);
        }
        // Do damage
        damage = ((P_Random() % 8) + 1) * tmthing->damage;
        if (damage)
        {
            if (!(thing->flags & MF_NOBLOOD) &&
                !(thing->flags2 & MF2_REFLECTIVE) &&
                !(thing->flags2 & MF2_INVULNERABLE) &&
                !(tmthing->type == MT_TELOTHER_FX1) &&
                !(tmthing->type == MT_TELOTHER_FX2) &&
                !(tmthing->type == MT_TELOTHER_FX3) &&
                !(tmthing->type == MT_TELOTHER_FX4) &&
                !(tmthing->type == MT_TELOTHER_FX5) && (P_Random() < 192))
            {
                P_BloodSplatter(tmthing->x, tmthing->y, tmthing->z, thing);
            }
            P_DamageMobj(thing, tmthing, tmthing->target, damage);
        }
        return (false);
    }
    if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH))
    {                           // Push thing
        thing->momx += tmthing->momx >> 2;
        thing->momy += tmthing->momy >> 2;
    }
    // Check for special thing
    if (thing->flags & MF_SPECIAL)
    {
        solid = thing->flags & MF_SOLID;
        if (tmflags & MF_PICKUP)
        {                       // Can be picked up by tmthing
            P_TouchSpecialThing(thing, tmthing);        // Can remove thing
        }
        return (!solid);
    }
    return (!(thing->flags & MF_SOLID));
}

//---------------------------------------------------------------------------
//
// PIT_CheckOnmobjZ
//
//---------------------------------------------------------------------------

boolean PIT_CheckOnmobjZ(mobj_t * thing)
{
    fixed_t blockdist;

    if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)))
    {                           // Can't hit thing
        return (true);
    }
    blockdist = thing->radius + tmthing->radius;
    if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
    {                           // Didn't hit thing
        return (true);
    }
    if (thing == tmthing)
    {                           // Don't clip against self
        return (true);
    }
    if (tmthing->z > thing->z + thing->height)
    {
        return (true);
    }
    else if (tmthing->z + tmthing->height < thing->z)
    {                           // under thing
        return (true);
    }
    if (thing->flags & MF_SOLID)
    {
        onmobj = thing;
    }
    return (!(thing->flags & MF_SOLID));
}

/*
===============================================================================

						MOVEMENT CLIPPING

===============================================================================
*/

//----------------------------------------------------------------------------
//
// FUNC P_TestMobjLocation
//
// Returns true if the mobj is not blocked by anything at its current
// location, otherwise returns false.
//
//----------------------------------------------------------------------------

boolean P_TestMobjLocation(mobj_t * mobj)
{
    int flags;

    flags = mobj->flags;
    mobj->flags &= ~MF_PICKUP;
    if (P_CheckPosition(mobj, mobj->x, mobj->y))
    {                           // XY is ok, now check Z
        mobj->flags = flags;
        if ((mobj->z < mobj->floorz)
            || (mobj->z + mobj->height > mobj->ceilingz))
        {                       // Bad Z
            return (false);
        }
        return (true);
    }
    mobj->flags = flags;
    return (false);
}

/*
==================
=
= 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
mobj_t *BlockingMobj = pointer to thing that blocked position (NULL if not
blocked, or blocked by a line).

==================
*/

boolean P_CheckPosition(mobj_t * thing, fixed_t x, fixed_t y)
{
    int xl, xh, yl, yh, bx, 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 = NULL;

//
// 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;
    tmfloorpic = newsubsec->sector->floorpic;

    validcount++;
    numspechit = 0;

    if (tmflags & MF_NOCLIP && !(tmflags & MF_SKULLFLY))
    {
        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;

    BlockingMobj = NULL;
    for (bx = xl; bx <= xh; bx++)
        for (by = yl; by <= yh; by++)
            if (!P_BlockThingsIterator(bx, by, PIT_CheckThing))
                return false;
//
// check lines
//
    if (tmflags & MF_NOCLIP)
    {
        return true;
    }

    BlockingMobj = NULL;
    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_CheckOnmobj(mobj_t *thing)
//
//              Checks if the new Z position is legal
//=============================================================================

mobj_t *P_CheckOnmobj(mobj_t * thing)
{
    int xl, xh, yl, yh, bx, by;
    subsector_t *newsubsec;
    fixed_t x;
    fixed_t y;
    mobj_t oldmo;

    x = thing->x;
    y = thing->y;
    tmthing = thing;
    tmflags = thing->flags;
    oldmo = *thing;             // save the old mobj before the fake zmovement
    P_FakeZMovement(tmthing);

    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 = NULL;

//
// 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;
    tmfloorpic = newsubsec->sector->floorpic;

    validcount++;
    numspechit = 0;

    if (tmflags & MF_NOCLIP)
        return NULL;

//
// 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_CheckOnmobjZ))
            {
                *tmthing = oldmo;
                return onmobj;
            }
    *tmthing = oldmo;
    return NULL;
}

//=============================================================================
//
// P_FakeZMovement
//
//              Fake the zmovement so that we can check if a move is legal
//=============================================================================

void P_FakeZMovement(mobj_t * mo)
{
    int dist;
    int delta;
//
// adjust height
//
    mo->z += mo->momz;
    if (mo->flags & MF_FLOAT && mo->target)
    {                           // float down towards target if too close
        if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
        {
            dist =
                P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
            delta = (mo->target->z + (mo->height >> 1)) - mo->z;
            if (delta < 0 && dist < -(delta * 3))
                mo->z -= FLOATSPEED;
            else if (delta > 0 && dist < (delta * 3))
                mo->z += FLOATSPEED;
        }
    }
    if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
        && leveltime & 2)
    {
        mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
    }

//
// clip movement
//
    if (mo->z <= mo->floorz)
    {                           // Hit the floor
        mo->z = mo->floorz;
        if (mo->momz < 0)
        {
            mo->momz = 0;
        }
        if (mo->flags & MF_SKULLFLY)
        {                       // The skull slammed into something
            mo->momz = -mo->momz;
        }
        if (mo->info->crashstate && (mo->flags & MF_CORPSE))
        {
            return;
        }
    }
    else if (mo->flags2 & MF2_LOGRAV)
    {
        if (mo->momz == 0)
            mo->momz = -(GRAVITY >> 3) * 2;
        else
            mo->momz -= GRAVITY >> 3;
    }
    else if (!(mo->flags & MF_NOGRAVITY))
    {
        if (mo->momz == 0)
            mo->momz = -GRAVITY * 2;
        else
            mo->momz -= GRAVITY;
    }

    if (mo->z + mo->height > mo->ceilingz)
    {                           // hit the ceiling
        if (mo->momz > 0)
            mo->momz = 0;
        mo->z = mo->ceilingz - mo->height;
        if (mo->flags & MF_SKULLFLY)
        {                       // the skull slammed into something
            mo->momz = -mo->momz;
        }
    }
}

//===========================================================================
//
// CheckForPushSpecial
//
//===========================================================================

static void CheckForPushSpecial(line_t * line, int side, mobj_t * mobj)
{
    if (line->special)
    {
        if (mobj->flags2 & MF2_PUSHWALL)
        {
            P_ActivateLine(line, mobj, side, SPAC_PUSH);
        }
        else if (mobj->flags2 & MF2_IMPACT)
        {
            P_ActivateLine(line, mobj, side, SPAC_IMPACT);
        }
    }
}

/*
===================
=
= P_TryMove
=
= Attempt to move to a new position, crossing special lines unless MF_TELEPORT
= is set
=
===================
*/

boolean P_TryMove(mobj_t * thing, fixed_t x, fixed_t y)
{
    fixed_t oldx, oldy;
    int side, oldside;
    line_t *ld;

    floatok = false;
    if (!P_CheckPosition(thing, x, y))
    {                           // Solid wall or thing
        if (!BlockingMobj || BlockingMobj->player || !thing->player)
        {
            goto pushline;
        }
        else if (BlockingMobj->z + BlockingMobj->height - thing->z
                 > 24 * FRACUNIT
                 || (BlockingMobj->subsector->sector->ceilingheight
                     - (BlockingMobj->z + BlockingMobj->height) <
                     thing->height)
                 || (tmceilingz - (BlockingMobj->z + BlockingMobj->height) <
                     thing->height))
        {
            goto pushline;
        }
    }
    if (!(thing->flags & MF_NOCLIP))
    {
        if (tmceilingz - tmfloorz < thing->height)
        {                       // Doesn't fit
            goto pushline;
        }
        floatok = true;
        if (!(thing->flags & MF_TELEPORT)
            && tmceilingz - thing->z < thing->height
            && thing->type != MT_LIGHTNING_CEILING
            && !(thing->flags2 & MF2_FLY))
        {                       // mobj must lower itself to fit
            goto pushline;
        }
        if (thing->flags2 & MF2_FLY)
        {
            if (thing->z + thing->height > tmceilingz)
            {
                thing->momz = -8 * FRACUNIT;
                goto pushline;
            }
            else if (thing->z < tmfloorz
                     && tmfloorz - tmdropoffz > 24 * FRACUNIT)
            {
                thing->momz = 8 * FRACUNIT;
                goto pushline;
            }
        }
        if (!(thing->flags & MF_TELEPORT)
            // The Minotaur floor fire (MT_MNTRFX2) can step up any amount
            && thing->type != MT_MNTRFX2 && thing->type != MT_LIGHTNING_FLOOR
            && tmfloorz - thing->z > 24 * FRACUNIT)
        {
            goto pushline;
        }
        if (!(thing->flags & (MF_DROPOFF | MF_FLOAT)) &&
            (tmfloorz - tmdropoffz > 24 * FRACUNIT) &&
            !(thing->flags2 & MF2_BLASTED))
        {                       // Can't move over a dropoff unless it's been blasted
            return (false);
        }
        if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
            && (tmfloorpic != thing->subsector->sector->floorpic
                || tmfloorz - thing->z != 0))
        {                       // must stay within a sector of a certain floor type
            return false;
        }
    }

//
// 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->floorpic = tmfloorpic;
    thing->x = x;
    thing->y = y;

    P_SetThingPosition(thing);

    if (thing->flags2 & MF2_FLOORCLIP)
    {
        if (thing->z == thing->subsector->sector->floorheight
            && P_GetThingFloorType(thing) >= FLOOR_LIQUID)
        {
            thing->floorclip = 10 * FRACUNIT;
        }
        else
        {
            thing->floorclip = 0;
        }
    }

//
// if any special lines were hit, do the effect
//
    if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
    {
        while (numspechit > 0)
        {
            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)
                {
                    if (thing->player)
                    {
                        P_ActivateLine(ld, thing, oldside, SPAC_CROSS);
                    }
                    else if (thing->flags2 & MF2_MCROSS)
                    {
                        P_ActivateLine(ld, thing, oldside, SPAC_MCROSS);
                    }
                    else if (thing->flags2 & MF2_PCROSS)
                    {
                        P_ActivateLine(ld, thing, oldside, SPAC_PCROSS);
                    }
                }
            }
        }
    }
    return true;

  pushline:
    if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
    {
        int numSpecHitTemp;

        if (tmthing->flags2 & MF2_BLASTED)
        {
            P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
        }
        numSpecHitTemp = numspechit;
        while (numSpecHitTemp > 0)
        {
            numSpecHitTemp--;
            // see if the line was crossed
            ld = spechit[numSpecHitTemp];
            side = P_PointOnLineSide(thing->x, thing->y, ld);
            CheckForPushSpecial(ld, side, thing);
        }
    }
    return false;
}

/*
==================
=
= P_ThingHeightClip
=
= Takes a valid thing and adjusts the thing->floorz, thing->ceilingz,
= anf 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
==================
*/

boolean P_ThingHeightClip(mobj_t * thing)
{
    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;
    thing->floorpic = tmfloorpic;

    if (onfloor)
    {                           // walking monsters rise and fall with the floor
        if ((thing->z - thing->floorz < 9 * FRACUNIT)
            || (thing->flags & MF_NOGRAVITY))
        {
            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, secondslidefrac;
line_t *bestslideline, *secondslideline;
mobj_t *slidemo;

fixed_t tmxmove, 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, moveangle, deltaangle;
    fixed_t movelen, 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;
//              I_Error ("SlideLine: ang>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
=
==============
*/

boolean PTR_SlideTraverse(intercept_t * in)
{
    line_t *li;

    if (!in->isaline)
        I_Error("PTR_SlideTraverse: not a line?");

    li = in->d.line;
    if (!(li->flags & ML_TWOSIDED))
    {
        if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
            return true;        // don't hit the back side
        goto isblocking;
    }

    P_LineOpening(li);          // set openrange, opentop, openbottom
    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

    return true;                // this line doesn't block movement

// 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, leady;
    fixed_t trailx, traily;
    fixed_t newx, 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 must 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;
    }

    bestslidefrac -= 0x800;     // fudge a bit to make sure it doesn't hit
    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
//
    bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); // remainder
    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;
    }
}

//============================================================================
//
// PTR_BounceTraverse
//
//============================================================================

boolean PTR_BounceTraverse(intercept_t * in)
{
    line_t *li;

    if (!in->isaline)
        I_Error("PTR_BounceTraverse: not a line?");

    li = in->d.line;
    if (!(li->flags & ML_TWOSIDED))
    {
        if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
            return true;        // don't hit the back side
        goto bounceblocking;
    }

    P_LineOpening(li);          // set openrange, opentop, openbottom
    if (openrange < slidemo->height)
        goto bounceblocking;    // doesn't fit

    if (opentop - slidemo->z < slidemo->height)
        goto bounceblocking;    // mobj is too high
    return true;                // this line doesn't block movement

// the line does block movement, see if it is closer than best so far
  bounceblocking:
    if (in->frac < bestslidefrac)
    {
        secondslidefrac = bestslidefrac;
        secondslideline = bestslideline;
        bestslidefrac = in->frac;
        bestslideline = li;
    }
    return false;               // stop
}

//============================================================================
//
// P_BounceWall
//
//============================================================================

void P_BounceWall(mobj_t * mo)
{
    fixed_t leadx, leady;
    int side;
    angle_t lineangle, moveangle, deltaangle;
    fixed_t movelen;

    slidemo = mo;

//
// trace along the three leading corners
//
    if (mo->momx > 0)
    {
        leadx = mo->x + mo->radius;
    }
    else
    {
        leadx = mo->x - mo->radius;
    }
    if (mo->momy > 0)
    {
        leady = mo->y + mo->radius;
    }
    else
    {
        leady = mo->y - mo->radius;
    }
    bestslidefrac = FRACUNIT + 1;
    P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy,
                   PT_ADDLINES, PTR_BounceTraverse);

    side = P_PointOnLineSide(mo->x, mo->y, bestslideline);
    lineangle = R_PointToAngle2(0, 0, bestslideline->dx, bestslideline->dy);
    if (side == 1)
        lineangle += ANG180;
    moveangle = R_PointToAngle2(0, 0, mo->momx, mo->momy);
    deltaangle = (2 * lineangle) - moveangle;
//      if (deltaangle > ANG180)
//              deltaangle += ANG180;
//              I_Error ("SlideLine: ang>ANG180");

    lineangle >>= ANGLETOFINESHIFT;
    deltaangle >>= ANGLETOFINESHIFT;

    movelen = P_AproxDistance(mo->momx, mo->momy);
    movelen = FixedMul(movelen, 0.75 * FRACUNIT);       // friction
    if (movelen < FRACUNIT)
        movelen = 2 * FRACUNIT;
    mo->momx = FixedMul(movelen, finecosine[deltaangle]);
    mo->momy = FixedMul(movelen, finesine[deltaangle]);
}


/*
==============================================================================

							P_LineAttack

==============================================================================
*/


mobj_t *PuffSpawned;
mobj_t *linetarget;             // who got hit (or NULL)
mobj_t *shootthing;
fixed_t shootz;                 // height if not aiming up or down
                                                                        // ???: use slope for monsters?
int la_damage;
fixed_t attackrange;

fixed_t aimslope;

extern fixed_t topslope, bottomslope;   // slopes to top and bottom of target

/*
===============================================================================
=
= PTR_AimTraverse
=
= Sets linetaget and aimslope when a target is aimed at
===============================================================================
*/

boolean PTR_AimTraverse(intercept_t * in)
{
    line_t *li;
    mobj_t *th;
    fixed_t slope, thingtopslope, 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))
    {                           // corpse or something
        return true;
    }
    if (th->player && netgame && !deathmatch)
    {                           // don't aim at fellow co-op players
        return true;
    }

// 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
=
==============================================================================
*/

boolean PTR_ShootTraverse(intercept_t * in)
{
    fixed_t x, y, z;
    fixed_t frac;
    line_t *li;
    mobj_t *th;
    fixed_t slope;
    fixed_t dist;
    fixed_t thingtopslope, thingbottomslope;

    extern mobj_t LavaInflictor;

    if (in->isaline)
    {
        li = in->d.line;
        if (li->special)
        {
            P_ActivateLine(li, shootthing, 0, SPAC_IMPACT);
//                      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;
        }

        return true;            // shot continues
//
// 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)
        {
            if (z > li->frontsector->ceilingheight)
                return false;   // don't shoot the sky!
            if (li->backsector && li->backsector->ceilingpic == skyflatnum)
                return false;   // it's a sky hack wall
        }

        P_SpawnPuff(x, y, z);
        return false;           // don't go any farther
    }

//
// 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 for physical attacks on a ghost
//
/*  FIX:  Impliment Heretic 2 weapons here
	if(th->flags&MF_SHADOW && shootthing->player->readyweapon == wp_staff)
	{
		return(true);
	}
*/

// 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));
    P_SpawnPuff(x, y, z);
    if (la_damage)
    {
        if (!(in->d.thing->flags & MF_NOBLOOD) &&
            !(in->d.thing->flags2 & MF2_INVULNERABLE))
        {
            if (PuffType == MT_AXEPUFF || PuffType == MT_AXEPUFF_GLOW)
            {
                P_BloodSplatter2(x, y, z, in->d.thing);
            }
            if (P_Random() < 192)
            {
                P_BloodSplatter(x, y, z, in->d.thing);
            }
        }
        if (PuffType == MT_FLAMEPUFF2)
        {                       // Cleric FlameStrike does fire damage
            P_DamageMobj(th, &LavaInflictor, shootthing, la_damage);
        }
        else
        {
            P_DamageMobj(th, shootthing, shootthing, la_damage);
        }
    }
    return (false);             // don't go any farther
}

/*
=================
=
= P_AimLineAttack
=
=================
*/

fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance)
{
    fixed_t x2, 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;
    topslope = 100 * FRACUNIT / 160;    // can't shoot outside view angles
    bottomslope = -100 * FRACUNIT / 160;
    attackrange = distance;
    linetarget = NULL;

    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, 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;
    shootz -= t1->floorclip;
    attackrange = distance;
    aimslope = slope;

    if (P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS,
                       PTR_ShootTraverse))
    {
        switch (PuffType)
        {
            case MT_PUNCHPUFF:
                S_StartSound(t1, SFX_FIGHTER_PUNCH_MISS);
                break;
            case MT_HAMMERPUFF:
            case MT_AXEPUFF:
            case MT_AXEPUFF_GLOW:
                S_StartSound(t1, SFX_FIGHTER_HAMMER_MISS);
                break;
            case MT_FLAMEPUFF:
                P_SpawnPuff(x2, y2, shootz + FixedMul(slope, distance));
                break;
            default:
                break;
        }
    }
}

/*
==============================================================================

							USE LINES

==============================================================================
*/

mobj_t *usething;

boolean PTR_UseTraverse(intercept_t * in)
{
    int sound;
    fixed_t pheight;

    if (!in->d.line->special)
    {
        P_LineOpening(in->d.line);
        if (openrange <= 0)
        {
            if (usething->player)
            {
                switch (usething->player->class)
                {
                    case PCLASS_FIGHTER:
                        sound = SFX_PLAYER_FIGHTER_FAILED_USE;
                        break;
                    case PCLASS_CLERIC:
                        sound = SFX_PLAYER_CLERIC_FAILED_USE;
                        break;
                    case PCLASS_MAGE:
                        sound = SFX_PLAYER_MAGE_FAILED_USE;
                        break;
                    case PCLASS_PIG:
                        sound = SFX_PIG_ACTIVE1;
                        break;
                    default:
                        sound = SFX_NONE;
                        break;
                }
                S_StartSound(usething, sound);
            }
            return false;       // can't use through a wall
        }
        if (usething->player)
        {
            pheight = usething->z + (usething->height / 2);
            if ((opentop < pheight) || (openbottom > pheight))
            {
                switch (usething->player->class)
                {
                    case PCLASS_FIGHTER:
                        sound = SFX_PLAYER_FIGHTER_FAILED_USE;
                        break;
                    case PCLASS_CLERIC:
                        sound = SFX_PLAYER_CLERIC_FAILED_USE;
                        break;
                    case PCLASS_MAGE:
                        sound = SFX_PLAYER_MAGE_FAILED_USE;
                        break;
                    case PCLASS_PIG:
                        sound = SFX_PIG_ACTIVE1;
                        break;
                    default:
                        sound = SFX_NONE;
                        break;
                }
                S_StartSound(usething, sound);
            }
        }
        return true;            // not a special line, but keep checking
    }

    if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1)
        return false;           // don't use back sides

//      P_UseSpecialLine (usething, in->d.line);
    P_ActivateLine(in->d.line, usething, 0, SPAC_USE);

    return false;               // can't use for than one special line in a row
}


/*
================
=
= P_UseLines
=
= Looks for special lines in front of the player to activate
================
*/

void P_UseLines(player_t * player)
{
    int angle;
    fixed_t x1, y1, x2, 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);
}

//==========================================================================
//
// PTR_PuzzleItemTraverse
//
//==========================================================================

#define USE_PUZZLE_ITEM_SPECIAL 129

static mobj_t *PuzzleItemUser;
static int PuzzleItemType;
static boolean PuzzleActivated;

boolean PTR_PuzzleItemTraverse(intercept_t * in)
{
    mobj_t *mobj;
    int sound;

    if (in->isaline)
    {                           // Check line
        if (in->d.line->special != USE_PUZZLE_ITEM_SPECIAL)
        {
            P_LineOpening(in->d.line);
            if (openrange <= 0)
            {
                sound = SFX_NONE;
                if (PuzzleItemUser->player)
                {
                    switch (PuzzleItemUser->player->class)
                    {
                        case PCLASS_FIGHTER:
                            sound = SFX_PUZZLE_FAIL_FIGHTER;
                            break;
                        case PCLASS_CLERIC:
                            sound = SFX_PUZZLE_FAIL_CLERIC;
                            break;
                        case PCLASS_MAGE:
                            sound = SFX_PUZZLE_FAIL_MAGE;
                            break;
                        default:
                            sound = SFX_NONE;
                            break;
                    }
                }
                S_StartSound(PuzzleItemUser, sound);
                return false;   // can't use through a wall
            }
            return true;        // Continue searching
        }
        if (P_PointOnLineSide(PuzzleItemUser->x, PuzzleItemUser->y,
                              in->d.line) == 1)
        {                       // Don't use back sides
            return false;
        }
        if (PuzzleItemType != in->d.line->arg1)
        {                       // Item type doesn't match
            return false;
        }
        P_StartACS(in->d.line->arg2, 0, &in->d.line->arg3,
                   PuzzleItemUser, in->d.line, 0);
        in->d.line->special = 0;
        PuzzleActivated = true;
        return false;           // Stop searching
    }
    // Check thing
    mobj = in->d.thing;
    if (mobj->special != USE_PUZZLE_ITEM_SPECIAL)
    {                           // Wrong special
        return true;
    }
    if (PuzzleItemType != mobj->args[0])
    {                           // Item type doesn't match
        return true;
    }
    P_StartACS(mobj->args[1], 0, &mobj->args[2], PuzzleItemUser, NULL, 0);
    mobj->special = 0;
    PuzzleActivated = true;
    return false;               // Stop searching
}

//==========================================================================
//
// P_UsePuzzleItem
//
// Returns true if the puzzle item was used on a line or a thing.
//
//==========================================================================

boolean P_UsePuzzleItem(player_t * player, int itemType)
{
    int angle;
    fixed_t x1, y1, x2, y2;

    PuzzleItemType = itemType;
    PuzzleItemUser = player->mo;
    PuzzleActivated = false;
    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 | PT_ADDTHINGS,
                   PTR_PuzzleItemTraverse);
    return PuzzleActivated;
}

/*
==============================================================================

							RADIUS ATTACK

==============================================================================
*/

mobj_t *bombsource;
mobj_t *bombspot;
int bombdamage;
int bombdistance;
boolean DamageSource;

/*
=================
=
= PIT_RadiusAttack
=
= Source is the creature that casued the explosion at spot
=================
*/

boolean PIT_RadiusAttack(mobj_t * thing)
{
    fixed_t dx, dy, dist;
    int damage;

    if (!(thing->flags & MF_SHOOTABLE))
    {
        return true;
    }
//      if(thing->flags2&MF2_BOSS)
//      {       // Bosses take no damage from PIT_RadiusAttack
//              return(true);
//      }
    if (!DamageSource && thing == bombsource)
    {                           // don't damage the source of the explosion
        return true;
    }
    if (abs((thing->z - bombspot->z) >> FRACBITS) > 2 * bombdistance)
    {                           // too high/low
        return true;
    }
    dx = abs(thing->x - bombspot->x);
    dy = abs(thing->y - bombspot->y);
    dist = dx > dy ? dx : dy;
    dist = (dist - thing->radius) >> FRACBITS;
    if (dist < 0)
    {
        dist = 0;
    }
    if (dist >= bombdistance)
    {                           // Out of range
        return true;
    }
    if (P_CheckSight(thing, bombspot))
    {                           // OK to damage, target is in direct path
        damage = (bombdamage * (bombdistance - dist) / bombdistance) + 1;
        if (thing->player)
        {
            damage >>= 2;
        }
        P_DamageMobj(thing, bombspot, bombsource, damage);
    }
    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 distance,
                    boolean damageSource)
{
    int x, y, xl, xh, yl, yh;
    fixed_t dist;

    dist = (distance + 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;
    bombdistance = distance;
    DamageSource = damageSource;
    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
==============================================================================
*/

int crushchange;
boolean nofit;

/*
===============
=
= PIT_ChangeSector
=
===============
*/

boolean PIT_ChangeSector(mobj_t * thing)
{
    mobj_t *mo;

    if (P_ThingHeightClip(thing))
        return true;            // keep checking

    // crunch bodies to giblets
    if ((thing->flags & MF_CORPSE) && (thing->health <= 0))
    {
        if (thing->flags & MF_NOBLOOD)
        {
            P_RemoveMobj(thing);
        }
        else
        {
            if (thing->state != &states[S_GIBS1])
            {
                P_SetMobjState(thing, S_GIBS1);
                thing->height = 0;
                thing->radius = 0;
                S_StartSound(thing, SFX_PLAYER_FALLING_SPLAT);
            }
        }
        return true;            // keep checking
    }

    // crunch dropped items
    if (thing->flags2 & MF2_DROPPED)
    {
        P_RemoveMobj(thing);
        return true;            // keep checking
    }

    if (!(thing->flags & MF_SHOOTABLE))
        return true;            // assume it is bloody gibs or something

    nofit = true;
    if (crushchange && !(leveltime & 3))
    {
        P_DamageMobj(thing, NULL, NULL, crushchange);
        // spray blood in a random direction
        if ((!(thing->flags & MF_NOBLOOD)) &&
            (!(thing->flags2 & MF2_INVULNERABLE)))
        {
            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;
        }
    }

    return true;                // keep checking (crush other things)
}

/*
===============
=
= P_ChangeSector
=
===============
*/

boolean P_ChangeSector(sector_t * sector, int crunch)
{
    int x, y;

    nofit = false;
    crushchange = crunch;

// recheck 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;
}