shithub: hexen

ref: b29e042630023016ae6b293904ac34bf285bd19c
dir: /p_maputl.c/

View raw version

//**************************************************************************
//**
//** p_maputl.c : Heretic 2 : Raven Software, Corp.
//**
//** $Revision: 491 $
//** $Date: 2009-05-30 01:10:42 +0300 (Sat, 30 May 2009) $
//**
//**************************************************************************

#include "h2stdinc.h"
#include "h2def.h"
#include "p_local.h"


extern polyblock_t	**PolyBlockMap;

static mobj_t *RoughBlockCheck(mobj_t *mo, int idx);

//===========================================================================


/*
===================
=
= P_AproxDistance
=
= Gives an estimation of distance (not exact)
=
===================
*/

fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
{
	dx = abs(dx);
	dy = abs(dy);
	if (dx < dy)
		return dx + dy - (dx>>1);
	return dx + dy - (dy>>1);
}


/*
==================
=
= P_PointOnLineSide
=
= Returns 0 or 1
==================
*/

int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line)
{
	fixed_t dx, dy;
	fixed_t left, right;

	if (!line->dx)
	{
		if (x <= line->v1->x)
			return line->dy > 0;
		return line->dy < 0;
	}
	if (!line->dy)
	{
		if (y <= line->v1->y)
			return line->dx < 0;
		return line->dx > 0;
	}

	dx = (x - line->v1->x);
	dy = (y - line->v1->y);

	left = FixedMul (line->dy>>FRACBITS, dx);
	right = FixedMul (dy, line->dx>>FRACBITS);

	if (right < left)
		return 0;		// front side
	return 1;			// back side
}


/*
=================
=
= P_BoxOnLineSide
=
= Considers the line to be infinite
= Returns side 0 or 1, -1 if box crosses the line
=================
*/

int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld)
{
	int		p1 = 0, p2 = 0;

	switch (ld->slopetype)
	{
	case ST_HORIZONTAL:
		p1 = tmbox[BOXTOP] > ld->v1->y;
		p2 = tmbox[BOXBOTTOM] > ld->v1->y;
		if (ld->dx < 0)
		{
			p1 ^= 1;
			p2 ^= 1;
		}
		break;
	case ST_VERTICAL:
		p1 = tmbox[BOXRIGHT] < ld->v1->x;
		p2 = tmbox[BOXLEFT] < ld->v1->x;
		if (ld->dy < 0)
		{
			p1 ^= 1;
			p2 ^= 1;
		}
		break;
	case ST_POSITIVE:
		p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
		p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
		break;
	case ST_NEGATIVE:
		p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
		p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
		break;
	}

	if (p1 == p2)
		return p1;
	return -1;
}

/*
==================
=
= P_PointOnDivlineSide
=
= Returns 0 or 1
==================
*/

int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line)
{
	fixed_t	dx, dy;
	fixed_t	left, right;

	if (!line->dx)
	{
		if (x <= line->x)
			return line->dy > 0;
		return line->dy < 0;
	}
	if (!line->dy)
	{
		if (y <= line->y)
			return line->dx < 0;
		return line->dx > 0;
	}

	dx = (x - line->x);
	dy = (y - line->y);

// try to quickly decide by looking at sign bits
	if ((line->dy ^ line->dx ^ dx ^ dy) & 0x80000000)
	{
		if ((line->dy ^ dx) & 0x80000000)
			return 1;	// (left is negative)
		return 0;
	}

	left = FixedMul (line->dy>>8, dx>>8);
	right = FixedMul (dy>>8, line->dx>>8);

	if (right < left)
		return 0;		// front side
	return 1;			// back side
}


/*
==============
=
= P_MakeDivline
=
==============
*/

void P_MakeDivline (line_t *li, divline_t *dl)
{
	dl->x = li->v1->x;
	dl->y = li->v1->y;
	dl->dx = li->dx;
	dl->dy = li->dy;
}


/*
===============
=
= P_InterceptVector
=
= Returns the fractional intercept point along the first divline
=
= This is only called by the addthings and addlines traversers
===============
*/

fixed_t P_InterceptVector (divline_t *v2, divline_t *v1)
{
#if 1
	fixed_t frac, num, den;

	den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy);
	if (den == 0)
		return 0;
//		I_Error ("P_InterceptVector: parallel");
	num = FixedMul((v1->x - v2->x)>>8, v1->dy) +
		FixedMul ((v2->y - v1->y)>>8, v1->dx);
	frac = FixedDiv (num , den);

	return frac;
#else
	float	frac, num, den, v1x, v1y, v1dx, v1dy, v2x, v2y, v2dx, v2dy;

	v1x = (float)v1->x/FRACUNIT;
	v1y = (float)v1->y/FRACUNIT;
	v1dx = (float)v1->dx/FRACUNIT;
	v1dy = (float)v1->dy/FRACUNIT;
	v2x = (float)v2->x/FRACUNIT;
	v2y = (float)v2->y/FRACUNIT;
	v2dx = (float)v2->dx/FRACUNIT;
	v2dy = (float)v2->dy/FRACUNIT;

	den = v1dy*v2dx - v1dx*v2dy;
	if (den == 0)
		return 0;	// parallel
	num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
	frac = num / den;

	return frac*FRACUNIT;
#endif
}

/*
==================
=
= P_LineOpening
=
= Sets opentop and openbottom to the window through a two sided line
= OPTIMIZE: keep this precalculated
==================
*/

fixed_t opentop, openbottom, openrange;
fixed_t lowfloor;

void P_LineOpening (line_t *ld)
{
	sector_t	*front, *back;

	if (ld->sidenum[1] == -1)
	{	// single sided line
		openrange = 0;
		return;
	}

	front = ld->frontsector;
	back = ld->backsector;

	if (front->ceilingheight < back->ceilingheight)
		opentop = front->ceilingheight;
	else
		opentop = back->ceilingheight;
	if (front->floorheight > back->floorheight)
	{
		openbottom = front->floorheight;
		lowfloor = back->floorheight;
		tmfloorpic = front->floorpic;
	}
	else
	{
		openbottom = back->floorheight;
		lowfloor = front->floorheight;
		tmfloorpic = back->floorpic;
	}

	openrange = opentop - openbottom;
}

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

						THING POSITION SETTING

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

/*
===================
=
= P_UnsetThingPosition
=
= Unlinks a thing from block map and sectors
=
===================
*/

void P_UnsetThingPosition (mobj_t *thing)
{
	int		blockx, blocky;

	if (! (thing->flags & MF_NOSECTOR))
	{	// inert things don't need to be in blockmap
	// unlink from subsector
		if (thing->snext)
			thing->snext->sprev = thing->sprev;
		if (thing->sprev)
			thing->sprev->snext = thing->snext;
		else
			thing->subsector->sector->thinglist = thing->snext;
	}

	if (! (thing->flags & MF_NOBLOCKMAP))
	{	// inert things don't need to be in blockmap
	// unlink from block map
		if (thing->bnext)
			thing->bnext->bprev = thing->bprev;
		if (thing->bprev)
			thing->bprev->bnext = thing->bnext;
		else
		{
			blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
			blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
			if (blockx >= 0 && blockx < bmapwidth &&
			    blocky >= 0 && blocky < bmapheight)
			{
				blocklinks[blocky*bmapwidth+blockx] = thing->bnext;
			}
		}
	}
}


/*
===================
=
= P_SetThingPosition
=
= Links a thing into both a block and a subsector based on it's x y
= Sets thing->subsector properly
=
===================
*/

void P_SetThingPosition (mobj_t *thing)
{
	subsector_t	*ss;
	sector_t	*sec;
	int		blockx, blocky;
	mobj_t		**link;

//
// link into subsector
//
	ss = R_PointInSubsector (thing->x, thing->y);
	thing->subsector = ss;
	if (! (thing->flags & MF_NOSECTOR))
	{	// invisible things don't go into the sector links
		sec = ss->sector;

		thing->sprev = NULL;
		thing->snext = sec->thinglist;
		if (sec->thinglist)
			sec->thinglist->sprev = thing;
		sec->thinglist = thing;
	}

//
// link into blockmap
//
	if (! (thing->flags & MF_NOBLOCKMAP))
	{	// inert things don't need to be in blockmap
		blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
		blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
		if (blockx >= 0 && blockx < bmapwidth && blocky >= 0 && blocky < bmapheight)
		{
			link = &blocklinks[blocky*bmapwidth + blockx];
			thing->bprev = NULL;
			thing->bnext = *link;
			if (*link)
				(*link)->bprev = thing;
			*link = thing;
		}
		else
		{	// thing is off the map
			thing->bnext = thing->bprev = NULL;
		}
	}
}


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

						BLOCK MAP ITERATORS

For each line/thing in the given mapblock, call the passed function.
If the function returns false, exit with false without checking anything else.

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

/*
==================
=
= P_BlockLinesIterator
=
= The validcount flags are used to avoid checking lines
= that are marked in multiple mapblocks, so increment validcount before
= the first call to P_BlockLinesIterator, then make one or more calls to it
===================
*/

boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) )
{
	int		offset;
	short		*list;
	line_t		*ld;

	int		i;
	polyblock_t	*polyLink;
	seg_t		**tempSeg;

	if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
		return true;
	offset = y*bmapwidth + x;

	polyLink = PolyBlockMap[offset];
	while (polyLink)
	{
		if (polyLink->polyobj)
		{
			if (polyLink->polyobj->validcount != validcount)
			{
				polyLink->polyobj->validcount = validcount;
				tempSeg = polyLink->polyobj->segs;
				for (i = 0; i < polyLink->polyobj->numsegs; i++, tempSeg++)
				{
					if ((*tempSeg)->linedef->validcount == validcount)
					{
						continue;
					}
					(*tempSeg)->linedef->validcount = validcount;
					if (!func((*tempSeg)->linedef))
					{
						return false;
					}
				}
			}
		}
		polyLink = polyLink->next;
	}

	offset = *(blockmap+offset);

	for (list = blockmaplump + offset; *list != -1; list++)
	{
		ld = &lines[*list];
		if (ld->validcount == validcount)
			continue;	// line has already been checked
		ld->validcount = validcount;

		if ( !func(ld) )
			return false;
	}

	return true;			// everything was checked
}


/*
==================
=
= P_BlockThingsIterator
=
==================
*/

boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) )
{
	mobj_t		*mobj;

	if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
		return true;

	for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = mobj->bnext)
	{
		if (!func( mobj ) )
			return false;
	}

	return true;
}

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

					INTERCEPT ROUTINES

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

intercept_t	intercepts[MAXINTERCEPTS], *intercept_p;
divline_t	trace;
static boolean	earlyout;

/*
==================
=
= PIT_AddLineIntercepts
=
= Looks for lines in the given block that intercept the given trace
= to add to the intercepts list
= A line is crossed if its endpoints are on opposite sides of the trace
= Returns true if earlyout and a solid line hit
==================
*/

static boolean PIT_AddLineIntercepts (line_t *ld)
{
	int		s1, s2;
	fixed_t		frac;
	divline_t	dl;

// avoid precision problems with two routines
	if (trace.dx > FRACUNIT*16 || trace.dy > FRACUNIT*16 ||
	    trace.dx < -FRACUNIT*16 || trace.dy < -FRACUNIT*16)
	{
		s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
		s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
	}
	else
	{
		s1 = P_PointOnLineSide (trace.x, trace.y, ld);
		s2 = P_PointOnLineSide (trace.x + trace.dx, trace.y + trace.dy, ld);
	}
	if (s1 == s2)
		return true;		// line isn't crossed

//
// hit the line
//
	P_MakeDivline (ld, &dl);
	frac = P_InterceptVector (&trace, &dl);
	if (frac < 0)
		return true;		// behind source

// try to early out the check
	if (earlyout && frac < FRACUNIT && !ld->backsector)
		return false;		// stop checking

	intercept_p->frac = frac;
	intercept_p->isaline = true;
	intercept_p->d.line = ld;
	intercept_p++;

	return true;			// continue
}


/*
==================
=
= PIT_AddThingIntercepts
=
==================
*/

static boolean PIT_AddThingIntercepts (mobj_t *thing)
{
	fixed_t		x1, y1, x2, y2;
	int			s1, s2;
	boolean		tracepositive;
	divline_t	dl;
	fixed_t		frac;

	tracepositive = (trace.dx ^ trace.dy) > 0;

	// check a corner to corner crossection for hit

	if (tracepositive)
	{
		x1 = thing->x - thing->radius;
		y1 = thing->y + thing->radius;

		x2 = thing->x + thing->radius;
		y2 = thing->y - thing->radius;
	}
	else
	{
		x1 = thing->x - thing->radius;
		y1 = thing->y - thing->radius;

		x2 = thing->x + thing->radius;
		y2 = thing->y + thing->radius;
	}
	s1 = P_PointOnDivlineSide (x1, y1, &trace);
	s2 = P_PointOnDivlineSide (x2, y2, &trace);
	if (s1 == s2)
		return true;	// line isn't crossed

	dl.x = x1;
	dl.y = y1;
	dl.dx = x2 - x1;
	dl.dy = y2 - y1;
	frac = P_InterceptVector (&trace, &dl);
	if (frac < 0)
		return true;		// behind source
	intercept_p->frac = frac;
	intercept_p->isaline = false;
	intercept_p->d.thing = thing;
	intercept_p++;

	return true;			// keep going
}


/*
====================
=
= P_TraverseIntercepts
=
= Returns true if the traverser function returns true for all lines
====================
*/

boolean P_TraverseIntercepts (traverser_t func, fixed_t maxfrac)
{
	int			count;
	fixed_t			dist;
	intercept_t		*scan, *in;

	count = intercept_p - intercepts;
	in = NULL;		// shut up compiler warning

	while (count--)
	{
		dist = H2MAXINT;
		for (scan = intercepts; scan < intercept_p; scan++)
		{
			if (scan->frac < dist)
			{
				dist = scan->frac;
				in = scan;
			}
		}

		if (dist > maxfrac)
			return true;			// checked everything in range
#if 0
		{	// don't check these yet, ther may be others inserted
			in = scan = intercepts;
			for (scan = intercepts; scan < intercept_p; scan++)
			{
				if (scan->frac > maxfrac)
					*in++ = *scan;
			}
			intercept_p = in;
			return false;
		}
#endif

		if ( !func (in) )
			return false;			// don't bother going farther
		in->frac = H2MAXINT;
	}

	return true;		// everything was traversed
}


/*
==================
=
= P_PathTraverse
=
= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
= Returns true if the traverser function returns true for all lines
==================
*/

boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
			int flags, boolean (*trav) (intercept_t *))
{
	fixed_t	xt1,yt1,xt2,yt2;
	fixed_t	xstep,ystep;
	fixed_t	partial;
	fixed_t	xintercept, yintercept;
	int	mapx, mapy, mapxstep, mapystep;
	int	count;

	earlyout = flags & PT_EARLYOUT;

	validcount++;
	intercept_p = intercepts;

	if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
		x1 += FRACUNIT;			// don't side exactly on a line
	if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
		y1 += FRACUNIT;			// don't side exactly on a line
	trace.x = x1;
	trace.y = y1;
	trace.dx = x2 - x1;
	trace.dy = y2 - y1;

	x1 -= bmaporgx;
	y1 -= bmaporgy;
	xt1 = x1>>MAPBLOCKSHIFT;
	yt1 = y1>>MAPBLOCKSHIFT;

	x2 -= bmaporgx;
	y2 -= bmaporgy;
	xt2 = x2>>MAPBLOCKSHIFT;
	yt2 = y2>>MAPBLOCKSHIFT;

	if (xt2 > xt1)
	{
		mapxstep = 1;
		partial = FRACUNIT - ((x1>>MAPBTOFRAC) & (FRACUNIT - 1));
		ystep = FixedDiv (y2 - y1, abs(x2 - x1));
	}
	else if (xt2 < xt1)
	{
		mapxstep = -1;
		partial = (x1>>MAPBTOFRAC) & (FRACUNIT - 1);
		ystep = FixedDiv (y2 - y1, abs(x2 - x1));
	}
	else
	{
		mapxstep = 0;
		partial = FRACUNIT;
		ystep = 256*FRACUNIT;
	}
	yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep);

	if (yt2 > yt1)
	{
		mapystep = 1;
		partial = FRACUNIT - ((y1>>MAPBTOFRAC) & (FRACUNIT - 1));
		xstep = FixedDiv (x2 - x1, abs(y2 - y1));
	}
	else if (yt2 < yt1)
	{
		mapystep = -1;
		partial = (y1>>MAPBTOFRAC) & (FRACUNIT - 1);
		xstep = FixedDiv (x2 - x1, abs(y2 - y1));
	}
	else
	{
		mapystep = 0;
		partial = FRACUNIT;
		xstep = 256*FRACUNIT;
	}
	xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep);

//
// step through map blocks
// Count is present to prevent a round off error from skipping the break
	mapx = xt1;
	mapy = yt1;

	for (count = 0; count < 64; count++)
	{
		if (flags & PT_ADDLINES)
		{
			if (!P_BlockLinesIterator (mapx, mapy, PIT_AddLineIntercepts))
				return false;	// early out
		}
		if (flags & PT_ADDTHINGS)
		{
			if (!P_BlockThingsIterator (mapx, mapy, PIT_AddThingIntercepts))
				return false;	// early out
		}

		if (mapx == xt2 && mapy == yt2)
			break;

		if ((yintercept >> FRACBITS) == mapy)
		{
			yintercept += ystep;
			mapx += mapxstep;
		}
		else if ((xintercept >> FRACBITS) == mapx)
		{
			xintercept += xstep;
			mapy += mapystep;
		}
	}

//
// go through the sorted list
//
	return P_TraverseIntercepts (trav, FRACUNIT);
}

//===========================================================================
//
// P_RoughMonsterSearch
//
// Searches though the surrounding mapblocks for monsters/players
//		distance is in MAPBLOCKUNITS
//===========================================================================

mobj_t *P_RoughMonsterSearch(mobj_t *mo, int distance)
{
	int blockX;
	int blockY;
	int startX, startY;
	int blockIndex;
	int firstStop;
	int secondStop;
	int thirdStop;
	int finalStop;
	int count;
	mobj_t *target;

	startX = (mo->x - bmaporgx)>>MAPBLOCKSHIFT;
	startY = (mo->y - bmaporgy)>>MAPBLOCKSHIFT;

	if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight)
	{
		if ((target = RoughBlockCheck(mo, startY*bmapwidth + startX)))
		{ // found a target right away
			return target;
		}
	}
	for (count = 1; count <= distance; count++)
	{
		blockX = startX - count;
		blockY = startY - count;

		if (blockY < 0)
		{
			blockY = 0;
		}
		else if (blockY >= bmapheight)
		{
			blockY = bmapheight - 1;
		}
		if (blockX < 0)
		{
			blockX = 0;
		}
		else if (blockX >= bmapwidth)
		{
			blockX = bmapwidth - 1;
		}
		blockIndex = blockY*bmapwidth + blockX;
		firstStop = startX + count;
		if (firstStop < 0)
		{
			continue;
		}
		if (firstStop >= bmapwidth)
		{
			firstStop = bmapwidth - 1;
		}
		secondStop = startY + count;
		if (secondStop < 0)
		{
			continue;
		}
		if (secondStop >= bmapheight)
		{
			secondStop = bmapheight - 1;
		}
		thirdStop = secondStop*bmapwidth + blockX;
		secondStop = secondStop*bmapwidth + firstStop;
		firstStop += blockY*bmapwidth;
		finalStop = blockIndex;

		// Trace the first block section (along the top)
		for ( ; blockIndex <= firstStop; blockIndex++)
		{
			if ((target = RoughBlockCheck(mo, blockIndex)))
			{
				return target;
			}
		}
		// Trace the second block section (right edge)
		for (blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth)
		{
			if ((target = RoughBlockCheck(mo, blockIndex)))
			{
				return target;
			}
		}
		// Trace the third block section (bottom edge)
		for (blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--)
		{
			if ((target = RoughBlockCheck(mo, blockIndex)))
			{
				return target;
			}
		}
		// Trace the final block section (left edge)
		for (blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth)
		{
			if ((target = RoughBlockCheck(mo, blockIndex)))
			{
				return target;
			}
		}
	}
	return NULL;
}

//===========================================================================
//
// RoughBlockCheck
//
//===========================================================================

static mobj_t *RoughBlockCheck(mobj_t *mo, int idx)
{
	mobj_t *link;
	mobj_t *master;
	angle_t angle;

	link = blocklinks[idx];
	while (link)
	{
		if (mo->player)				// Minotaur looking around player
		{
			if ((link->flags & MF_COUNTKILL) ||
				(link->player && (link != mo)))
			{
				if (!(link->flags & MF_SHOOTABLE))
				{
					link = link->bnext;
					continue;
				}
				if (link->flags2 & MF2_DORMANT)
				{
					link = link->bnext;
					continue;
				}
				if ((link->type == MT_MINOTAUR) &&
					(((mobj_t *)link->special1) == mo))
				{
					link = link->bnext;
					continue;
				}
				if (netgame && !deathmatch && link->player)
				{
					link = link->bnext;
					continue;
				}
				if (P_CheckSight(mo, link))
				{
					return link;
				}
			}
			link = link->bnext;
		}
		else if (mo->type == MT_MINOTAUR)	// looking around minotaur
		{
			master = (mobj_t *)mo->special1;
			if ((link->flags & MF_COUNTKILL) ||
				(link->player && (link != master)))
			{
				if (!(link->flags & MF_SHOOTABLE))
				{
					link = link->bnext;
					continue;
				}
				if (link->flags2 & MF2_DORMANT)
				{
					link = link->bnext;
					continue;
				}
				if ((link->type == MT_MINOTAUR) &&
					(link->special1 == mo->special1))
				{
					link = link->bnext;
					continue;
				}
				if (netgame && !deathmatch && link->player)
				{
					link = link->bnext;
					continue;
				}
				if (P_CheckSight(mo, link))
				{
					return link;
				}
			}
			link = link->bnext;
		}
		else if (mo->type == MT_MSTAFF_FX2)		// bloodscourge
		{
			if ((link->flags & MF_COUNTKILL ||
				(link->player && link != mo->target))
				&& !(link->flags2 & MF2_DORMANT))
			{
				if (!(link->flags & MF_SHOOTABLE))
				{
					link = link->bnext;
					continue;
				}
				if (netgame && !deathmatch && link->player)
				{
					link = link->bnext;
					continue;
				}
				else if (P_CheckSight(mo, link))
				{
					master = mo->target;
					angle = R_PointToAngle2(master->x, master->y,
								link->x, link->y) - master->angle;
					angle >>= 24;
					if (angle > 226 || angle < 30)
					{
						return link;
					}
				}
			}
			link = link->bnext;
		}
		else	// spirits
		{
			if ((link->flags & MF_COUNTKILL ||
				(link->player && link != mo->target))
				&& !(link->flags2 & MF2_DORMANT))
			{
				if (!(link->flags & MF_SHOOTABLE))
				{
					link = link->bnext;
					continue;
				}
				if (netgame && !deathmatch && link->player)
				{
					link = link->bnext;
					continue;
				}
				if (link == mo->target)
				{
					link = link->bnext;
					continue;
				}
				else if (P_CheckSight(mo, link))
				{
					return link;
				}
			}
			link = link->bnext;
		}
	}
	return NULL;
}