/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2007 by Linus Nielsen Feltzing * * 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 software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "config.h" #include #include #include "inttypes.h" #include "string.h" #include "cpu.h" #include "system.h" #include "lcd.h" #include "lcd-remote.h" #include "scroll_engine.h" #include "kernel.h" #include "thread.h" #include "storage.h" #include "usb.h" #include "disk.h" #include "font.h" #include "adc.h" #include "backlight.h" #include "backlight-target.h" #include "button.h" #include "panic.h" #include "power.h" #include "powermgmt.h" #include "file.h" #include "pcf50606.h" #include "common.h" #include "rbunicode.h" #include "isp1362.h" #include "version.h" #include /* Maximum allowed firmware image size. 10MB is more than enough */ #define MAX_LOADSIZE (10*1024*1024) #define DRAM_START 0x31000000 /* Reset the cookie for the crt0 crash check */ inline void __reset_cookie(void) { asm(" move.l #0,%d0"); asm(" move.l %d0,0x10017ffc"); } void start_iriver_fw(void) { asm(" move.w #0x2700,%sr"); __reset_cookie(); asm(" movec.l %d0,%vbr"); asm(" move.l 0,%sp"); asm(" lea.l 8,%a0"); asm(" jmp (%a0)"); } void start_firmware(void) { asm(" move.w #0x2700,%sr"); __reset_cookie(); asm(" move.l %0,%%d0" :: "i"(DRAM_START)); asm(" movec.l %d0,%vbr"); asm(" move.l %0,%%sp" :: "m"(*(int *)DRAM_START)); asm(" move.l %0,%%a0" :: "m"(*(int *)(DRAM_START+4))); asm(" jmp (%a0)"); } void shutdown(void) { printf("Shutting down..."); /* We need to gracefully spin down the disk to prevent clicks. */ if (ide_powered()) { /* Make sure ATA has been initialized. */ storage_init(); /* And put the disk into sleep immediately. */ storage_sleepnow(); } sleep(HZ*2); _backlight_off(); _remote_backlight_off(); __reset_cookie(); power_off(); } /* Print the battery voltage (and a warning message). */ void check_battery(void) { int battery_voltage, batt_int, batt_frac; battery_voltage = battery_adc_voltage(); batt_int = battery_voltage / 1000; batt_frac = (battery_voltage % 1000) / 10; printf("Batt: %d.%02dV", batt_int, batt_frac); if (battery_voltage <= 310) { printf("WARNING! BATTERY LOW!!"); sleep(HZ*2); } } /* From the pcf50606 driver */ extern unsigned char pcf50606_intregs[3]; /* From common.c */ extern int line; extern int remote_line; void main(void) { int i; int rc; bool rc_on_button = false; bool on_button = false; bool rec_button = false; bool hold_status = false; int data; bool rtc_alarm; int button; int mask; /* We want to read the buttons as early as possible, before the user releases the ON button */ /* Set GPIO33, GPIO37, GPIO38 and GPIO52 as general purpose inputs (The ON and Hold buttons on the main unit and the remote) */ or_l(0x00100062, &GPIO1_FUNCTION); and_l(~0x00100062, &GPIO1_ENABLE); data = GPIO1_READ; if ((data & 0x20) == 0) on_button = true; if ((data & 0x40) == 0) rc_on_button = true; /* Set the default state of the hard drive power to OFF */ ide_power_enable(false); power_init(); /* Check the interrupt registers if it was an RTC alarm */ rtc_alarm = (pcf50606_intregs[0] & 0x80)?true:false; /* Turn off if we believe the start was accidental */ if(!(rtc_alarm || on_button || rc_on_button || (usb_detect() == USB_INSERTED) || charger_inserted())) { __reset_cookie(); power_off(); } /* get rid of a nasty humming sound during boot */ mask = disable_irq_save(); pcf50606_write(0x3b, 0x00); /* GPOOD2 high Z */ pcf50606_write(0x3b, 0x07); /* GPOOD2 low */ restore_irq(mask); /* Start with the main backlight OFF. */ _backlight_init(); _backlight_off(); _remote_backlight_on(); system_init(); kernel_init(); /* Set up waitstates for the peripherals */ set_cpu_frequency(0); /* PLL off */ coldfire_set_pllcr_audio_bits(DEFAULT_PLLCR_AUDIO_BITS); enable_irq(); isp1362_init(); adc_init(); button_init(); backlight_init(); lcd_init(); lcd_remote_init(); font_init(); lcd_setfont(FONT_SYSFIXED); printf("Rockbox boot loader"); printf("Version " RBVERSION); sleep(HZ/50); /* Allow the button driver to check the buttons */ rec_button = ((button_status() & BUTTON_REC) == BUTTON_REC) || ((button_status() & BUTTON_RC_REC) == BUTTON_RC_REC); check_battery(); if(rtc_alarm) printf("RTC alarm detected"); /* Don't start if the Hold button is active on the device you are starting with */ if ((on_button && button_hold()) || (rc_on_button && remote_button_hold())) { hold_status = true; } if (hold_status && !rtc_alarm && (usb_detect() != USB_INSERTED) && !charger_inserted()) { if (detect_original_firmware()) { printf("Hold switch on"); shutdown(); } } /* Holding REC while starting runs the original firmware */ if (detect_original_firmware() && rec_button) { printf("Starting original firmware..."); start_iriver_fw(); } if(charger_inserted()) { const char charging_msg[] = "Charging..."; const char complete_msg[] = "Charging complete"; const char *msg; int w, h; bool blink_toggle = false; bool request_start = false; cpu_idle_mode(true); while(charger_inserted() && !request_start) { button = button_get_w_tmo(HZ); switch(button) { case BUTTON_ON: request_start = true; break; case BUTTON_NONE: /* Timeout */ if(charging_state()) { /* To be replaced with a nice animation */ blink_toggle = !blink_toggle; msg = charging_msg; } else { blink_toggle = true; msg = complete_msg; } font_getstringsize(msg, &w, &h, FONT_SYSFIXED); reset_screen(); if(blink_toggle) lcd_putsxy((LCD_WIDTH-w)/2, (LCD_HEIGHT-h)/2, msg); check_battery(); break; } if(usb_detect() == USB_INSERTED) request_start = true; } if(!request_start) { __reset_cookie(); power_off(); } cpu_idle_mode(false); } usb_init(); /* A hack to enter USB mode without using the USB thread */ if(usb_detect() == USB_INSERTED) { const char msg[] = "Bootloader USB mode"; int w, h; font_getstringsize(msg, &w, &h, FONT_SYSFIXED); reset_screen(); lcd_putsxy((LCD_WIDTH-w)/2, (LCD_HEIGHT-h)/2, msg); lcd_update(); lcd_remote_puts(0, 3, msg); lcd_remote_update(); ide_power_enable(true); storage_enable(false); sleep(HZ/20); usb_enable(true); cpu_idle_mode(true); while (usb_detect() == USB_INSERTED) { /* Print the battery status. */ line = 0; remote_line = 0; check_battery(); storage_spin(); /* Prevent the drive from spinning down */ sleep(HZ); } cpu_idle_mode(false); usb_enable(false); reset_screen(); lcd_update(); } rc = storage_init(); if(rc) { reset_screen(); printf("ATA error: %d", rc); printf("Insert USB cable and press"); printf("a button"); while(!(button_get(true) & BUTTON_REL)); } disk_init(); rc = disk_mount_all(); if (rc<=0) { reset_screen(); printf("No partition found"); while(button_get(true) != SYS_USB_CONNECTED) {}; } printf("Loading firmware"); i = load_firmware((unsigned char *)DRAM_START, BOOTFILE, MAX_LOADSIZE); if(i < 0) printf("Error: %s", strerror(i)); if (i == EOK) start_firmware(); if (!detect_original_firmware()) { printf("No firmware found on disk"); sleep(HZ*2); shutdown(); } else { sleep(HZ*2); start_iriver_fw(); } } /* These functions are present in the firmware library, but we reimplement them here because the originals do a lot more than we want */ void screen_dump(void) { } int usb_screen(void) { return 0; } unsigned short *bidi_l2v(const unsigned char *str, int orientation) { static unsigned short utf16_buf[SCROLL_LINE_SIZE]; unsigned short *target; (void)orientation; target = utf16_buf; while (*str) str = utf8decode(str, target++); *target = 0; return utf16_buf; } 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 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/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  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.
 *
 * DESCRIPTION:
 *  Movement, collision handling.
 *  Shooting and aiming.
 *
 *-----------------------------------------------------------------------------*/

#include "doomstat.h"
#include "r_main.h"
#include "p_mobj.h"
#include "p_maputl.h"
#include "p_map.h"
#include "p_setup.h"
#include "p_spec.h"
#include "s_sound.h"
#include "sounds.h"
#include "p_inter.h"
#include "m_random.h"
#include "m_bbox.h"
#include "i_system.h"
#include "rockmacros.h"

static mobj_t    *tmthing;
static fixed_t   tmx;
static fixed_t   tmy;
static int pe_x; // Pain Elemental position for Lost Soul checks // phares
static int pe_y; // Pain Elemental position for Lost Soul checks // phares
static int ls_x; // Lost Soul position for Lost Soul checks      // phares
static int ls_y; // Lost Soul position for Lost Soul checks      // phares

// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".

boolean   floatok;

/* killough 11/98: if "felldown" true, object was pushed down ledge */
boolean   felldown;

// The tm* items are used to hold information globally, usually for
// line or object intersection checking

fixed_t   tmbbox[4];  // bounding box for line intersection checks
fixed_t   tmfloorz;   // floor you'd hit if free to fall
fixed_t   tmceilingz; // ceiling of sector you're in
fixed_t   tmdropoffz; // dropoff on other side of line you're crossing

// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls

line_t    *ceilingline;
line_t        *blockline;    /* killough 8/11/98: blocking linedef */
line_t        *floorline;    /* killough 8/1/98: Highest touched floor */
static int    tmunstuck;     /* killough 8/1/98: whether to allow unsticking */

// keep track of special lines as they are hit,
// but don't process them until the move is proven valid

// 1/11/98 killough: removed limit on special lines crossed
line_t **spechit;                // new code -- killough
static int spechit_max;          // killough

int numspechit;

// Temporary holder for thing_sectorlist threads
msecnode_t* sector_list = NULL;                             // phares 3/16/98

//
// TELEPORT MOVE
//

//
// PIT_StompThing
//

static boolean telefrag;   /* killough 8/9/98: whether to telefrag at exit */

boolean PIT_StompThing (mobj_t* thing)
{
   fixed_t blockdist;

   // phares 9/10/98: moved this self-check to start of routine

   // don't clip against self

   if (thing == tmthing)
      return true;

   if (!(thing->flags & MF_SHOOTABLE)) // Can't shoot it? Can't stomp it!
      return true;

   blockdist = thing->radius + tmthing->radius;

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

   // monsters don't stomp things except on boss level
   if (!telefrag)  // killough 8/9/98: make consistent across all levels
      return false;

   P_DamageMobj (thing, tmthing, tmthing, 10000); // Stomp!

   return true;
}


/*
 * killough 8/28/98:
 *
 * P_GetFriction()
 *
 * Returns the friction associated with a particular mobj.
 */

int P_GetFriction(const mobj_t *mo, int *frictionfactor)
{
   int friction = ORIG_FRICTION;
   int movefactor = ORIG_FRICTION_FACTOR;
   const msecnode_t *m;
   const sector_t *sec;

   /* Assign the friction value to objects on the floor, non-floating,
    * and clipped. Normally the object's friction value is kept at
    * ORIG_FRICTION and this thinker changes it for icy or muddy floors.
    *
    * When the object is straddling sectors with the same
    * floorheight that have different frictions, use the lowest
    * friction value (muddy has precedence over icy).
    */

   if (!(mo->flags & (MF_NOCLIP|MF_NOGRAVITY))
         && (mbf_features || (mo->player && !compatibility)) &&
         variable_friction)
      for (m = mo->touching_sectorlist; m; m = m->m_tnext)
         if ((sec = m->m_sector)->special & FRICTION_MASK &&
               (sec->friction < friction || friction == ORIG_FRICTION) &&
               (mo->z <= sec->floorheight ||
                (sec->heightsec != -1 &&
                 mo->z <= sectors[sec->heightsec].floorheight &&
                 mbf_features)))
            friction = sec->friction, movefactor = sec->movefactor;

   if (frictionfactor)
      *frictionfactor = movefactor;

   return friction;
}

/* phares 3/19/98
 * P_GetMoveFactor() returns the value by which the x,y
 * movements are multiplied to add to player movement.
 *
 * killough 8/28/98: rewritten
 */

int P_GetMoveFactor(const mobj_t *mo, int *frictionp)
{
   int movefactor, friction;

   // If the floor is icy or muddy, it's harder to get moving. This is where
   // the different friction factors are applied to 'trying to move'. In
   // p_mobj.c, the friction factors are applied as you coast and slow down.

   if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
   {
      // phares 3/11/98: you start off slowly, then increase as
      // you get better footing

      int momentum = P_AproxDistance(mo->momx,mo->momy);

      if (momentum > MORE_FRICTION_MOMENTUM<<2)
         movefactor <<= 3;
      else if (momentum > MORE_FRICTION_MOMENTUM<<1)
         movefactor <<= 2;
      else if (momentum > MORE_FRICTION_MOMENTUM)
         movefactor <<= 1;
   }

   if (frictionp)
      *frictionp = friction;

   return movefactor;
}

//
// P_TeleportMove
//

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

   subsector_t*  newsubsec;

   /* killough 8/9/98: make telefragging more consistent, preserve compatibility */
   telefrag = thing->player ||
              (!comp[comp_telefrag] ? boss : (gamemap==30));

   // kill anything occupying the position

   tmthing = thing;

   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;

   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 unlink from the old position & link into the new position

   P_UnsetThingPosition (thing);

   thing->floorz = tmfloorz;
   thing->ceilingz = tmceilingz;
   thing->dropoffz = tmdropoffz;        // killough 11/98

   thing->x = x;
   thing->y = y;

   P_SetThingPosition (thing);

   return true;
}


//
// MOVEMENT ITERATOR FUNCTIONS
//

//                                                                  // phares
// PIT_CrossLine                                                    //   |
// Checks to see if a PE->LS trajectory line crosses a blocking     //   V
// line. Returns false if it does.
//
// tmbbox holds the bounding box of the trajectory. If that box
// does not touch the bounding box of the line in question,
// then the trajectory is not blocked. If the PE is on one side
// of the line and the LS is on the other side, then the
// trajectory is blocked.
//
// Currently this assumes an infinite line, which is not quite
// correct. A more correct solution would be to check for an
// intersection of the trajectory and the line, but that takes
// longer and probably really isn't worth the effort.
//

static // killough 3/26/98: make static
boolean PIT_CrossLine (line_t* ld)
{
   if (!(ld->flags & ML_TWOSIDED) ||
         (ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS)))
      if (!(tmbbox[BOXLEFT]   > ld->bbox[BOXRIGHT]  ||
            tmbbox[BOXRIGHT]  < ld->bbox[BOXLEFT]   ||
            tmbbox[BOXTOP]    < ld->bbox[BOXBOTTOM] ||
            tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
         if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
            return(false);  // line blocks trajectory                   //   ^
   return(true); // line doesn't block trajectory                    //   |
}                                                                 // phares


/* killough 8/1/98: used to test intersection between thing and line
 * assuming NO movement occurs -- used to avoid sticky situations.
 */

static int untouched(line_t *ld)
{
   fixed_t x, y, tmbbox[4];
   return
      (tmbbox[BOXRIGHT] = (x=tmthing->x)+tmthing->radius) <= ld->bbox[BOXLEFT] ||
      (tmbbox[BOXLEFT] = x-tmthing->radius) >= ld->bbox[BOXRIGHT] ||
      (tmbbox[BOXTOP] = (y=tmthing->y)+tmthing->radius) <= ld->bbox[BOXBOTTOM] ||
      (tmbbox[BOXBOTTOM] = y-tmthing->radius) >= ld->bbox[BOXTOP] ||
      P_BoxOnLineSide(tmbbox, ld) != -1;
}

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

static // killough 3/26/98: make static
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; // didn't hit it

   if (P_BoxOnLineSide(tmbbox, ld) != -1)
      return true; // didn't hit it

   // 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.

   // killough 7/24/98: allow player to move out of 1s wall, to prevent sticking
   if (!ld->backsector) // one sided line
   {
      blockline = ld;
      return tmunstuck && !untouched(ld) &&
             FixedMul(tmx-tmthing->x,ld->dy) > FixedMul(tmy-tmthing->y,ld->dx);
   }

   // killough 8/10/98: allow bouncing objects to pass through as missiles
   if (!(tmthing->flags & (MF_MISSILE | MF_BOUNCES)))
   {
      if (ld->flags & ML_BLOCKING)           // explicitly blocking everything
         return tmunstuck && !untouched(ld);  // killough 8/1/98: allow escape

      // killough 8/9/98: monster-blockers don't affect friends
      if (!(tmthing->flags & MF_FRIEND || tmthing->player)
            && ld->flags & ML_BLOCKMONSTERS)
         return false; // block monsters only
   }

   // set openrange, opentop, openbottom
   // these define a 'window' from one sector to another across this line

   P_LineOpening (ld);

   // adjust floor & ceiling heights

   if (opentop < tmceilingz)
   {
      tmceilingz = opentop;
      ceilingline = ld;
      blockline = ld;
   }

   if (openbottom > tmfloorz)
   {
      tmfloorz = openbottom;
      floorline = ld;          // killough 8/1/98: remember floor linedef
      blockline = ld;
   }

   if (lowfloor < tmdropoffz)
      tmdropoffz = lowfloor;

   // if contacted a special line, add it to the list

   if (ld->special)
   {
      // 1/11/98 killough: remove limit on lines hit, by array doubling
      if (numspechit >= spechit_max)
      {
         spechit_max = spechit_max ? spechit_max*2 : 8;
         spechit = realloc(spechit,sizeof *spechit*spechit_max); // killough
      }
      spechit[numspechit++] = ld;
   }

   return true;
}

//
// PIT_CheckThing
//

static boolean PIT_CheckThing(mobj_t *thing) // killough 3/26/98: make static
{
   fixed_t blockdist;
   int damage;

   // killough 11/98: add touchy things
   if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE|MF_TOUCHY)))
      return true;

   blockdist = thing->radius + tmthing->radius;

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

   // killough 11/98:
   //
   // This test has less information content (it's almost always false), so it
   // should not be moved up to first, as it adds more overhead than it removes.

   // don't clip against self

   if (thing == tmthing)
      return true;

   /* killough 11/98:
    *
    * TOUCHY flag, for mines or other objects which die on contact with solids.
    * If a solid object of a different type comes in contact with a touchy
    * thing, and the touchy thing is not the sole one moving relative to fixed
    * surroundings such as walls, then the touchy thing dies immediately.
    */

   if (thing->flags & MF_TOUCHY &&                  // touchy object
         tmthing->flags & MF_SOLID &&                 // solid object touches it
         thing->health > 0 &&                         // touchy object is alive
         (thing->intflags & MIF_ARMED ||              // Thing is an armed mine
          sentient(thing)) &&                         // ... or a sentient thing
         (thing->type != tmthing->type ||             // only different species
          thing->type == MT_PLAYER) &&                // ... or different players
         thing->z + thing->height >= tmthing->z &&    // touches vertically
         tmthing->z + tmthing->height >= thing->z &&
         (thing->type ^ MT_PAIN) |                    // PEs and lost souls
         (tmthing->type ^ MT_SKULL) &&                // are considered same
         (thing->type ^ MT_SKULL) |                   // (but Barons & Knights
         (tmthing->type ^ MT_PAIN))                   // are intentionally not)
   {
      P_DamageMobj(thing, NULL, NULL, thing->health);  // kill object
      return true;
   }

   // check for skulls slamming into things

   if (tmthing->flags & MF_SKULLFLY)
   {
      // A flying skull is smacking something.
      // Determine damage amount, and the skull comes to a dead stop.

      int damage = ((P_Random(pr_skullfly)%8)+1)*tmthing->info->damage;

      P_DamageMobj (thing, tmthing, tmthing, damage);

      tmthing->flags &= ~MF_SKULLFLY;
      tmthing->momx = tmthing->momy = tmthing->momz = 0;

      P_SetMobjState (tmthing, tmthing->info->spawnstate);

      return false;   // stop moving
   }

   // missiles can hit other things
   // killough 8/10/98: bouncing non-solid things can hit other things too

   if (tmthing->flags & MF_MISSILE || (tmthing->flags & MF_BOUNCES &&
                                       !(tmthing->flags & MF_SOLID)))
   {
      // see if it went over / under

      if (tmthing->z > thing->z + thing->height)
         return true;    // overhead

      if (tmthing->z+tmthing->height < thing->z)
         return true;    // underneath

      if (tmthing->target && (tmthing->target->type == thing->type ||
                              (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)||
                              (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT)))
      {
         if (thing == tmthing->target)
            return true;                // Don't hit same species as originator.
         else
            if (thing->type != MT_PLAYER) // Explode, but do no damage.
               return false;         // Let players missile other players.
      }

      // killough 8/10/98: if moving thing is not a missile, no damage
      // is inflicted, and momentum is reduced if object hit is solid.

      if (!(tmthing->flags & MF_MISSILE)) {
         if (!(thing->flags & MF_SOLID)) {
            return true;
         } else {
            tmthing->momx = -tmthing->momx;
            tmthing->momy = -tmthing->momy;
            if (!(tmthing->flags & MF_NOGRAVITY))
            {
               tmthing->momx >>= 2;
               tmthing->momy >>= 2;
            }
            return false;
         }
      }

      if (!(thing->flags & MF_SHOOTABLE))
         return !(thing->flags & MF_SOLID); // didn't do any damage

      // damage / explode

      damage = ((P_Random(pr_damage)%8)+1)*tmthing->info->damage;
      P_DamageMobj (thing, tmthing, tmthing->target, damage);

      // don't traverse any more
      return false;
   }

   // check for special pickup

   if (thing->flags & MF_SPECIAL)
   {
      uint_64_t solid = thing->flags & MF_SOLID;
      if (tmthing->flags & MF_PICKUP)
         P_TouchSpecialThing(thing, tmthing); // can remove thing
      return !solid;
   }

   // killough 3/16/98: Allow non-solid moving objects to move through solid
   // ones, by allowing the moving thing (tmthing) to move if it's non-solid,
   // despite another solid thing being in the way.
   // killough 4/11/98: Treat no-clipping things as not blocking

   return !((thing->flags & MF_SOLID && !(thing->flags & MF_NOCLIP))
            && (tmthing->flags & MF_SOLID || demo_compatibility));

   // return !(thing->flags & MF_SOLID);   // old code -- killough
}

// This routine checks for Lost Souls trying to be spawned      // phares
// across 1-sided lines, impassible lines, or "monsters can't   //   |
// cross" lines. Draw an imaginary line between the PE          //   V
// and the new Lost Soul spawn spot. If that line crosses
// a 'blocking' line, then disallow the spawn. Only search
// lines in the blocks of the blockmap where the bounding box
// of the trajectory line resides. Then check bounding box
// of the trajectory vs. the bounding box of each blocking
// line to see if the trajectory and the blocking line cross.
// Then check the PE and LS to see if they're on different
// sides of the blocking line. If so, return true, otherwise
// false.

boolean Check_Sides(mobj_t* actor, int x, int y)
{
   int bx,by,xl,xh,yl,yh;

   pe_x = actor->x;
   pe_y = actor->y;
   ls_x = x;
   ls_y = y;

   // Here is the bounding box of the trajectory

   tmbbox[BOXLEFT]   = pe_x < x ? pe_x : x;
   tmbbox[BOXRIGHT]  = pe_x > x ? pe_x : x;
   tmbbox[BOXTOP]    = pe_y > y ? pe_y : y;
   tmbbox[BOXBOTTOM] = pe_y < y ? pe_y : y;

   // Determine which blocks to look in for blocking lines

   xl = (tmbbox[BOXLEFT]   - bmaporgx)>>MAPBLOCKSHIFT;
   xh = (tmbbox[BOXRIGHT]  - bmaporgx)>>MAPBLOCKSHIFT;
   yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
   yh = (tmbbox[BOXTOP]    - bmaporgy)>>MAPBLOCKSHIFT;

   // xl->xh, yl->yh determine the mapblock set to search

   validcount++; // prevents checking same line twice
   for (bx = xl ; bx <= xh ; bx++)
      for (by = yl ; by <= yh ; by++)
         if (!P_BlockLinesIterator(bx,by,PIT_CrossLine))
            return true;                                                //   ^
   return(false);                                                    //   |
}                                                                 // phares

//
// MOVEMENT CLIPPING
//

//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up).
//
// in:
//  a mobj_t (can be valid or invalid)
//  a position to be checked
//   (doesn't need to be related to the mobj_t->x,y)
//
// during:
//  special things are touched if MF_PICKUP
//  early out on solid lines?
//
// out:
//  newsubsec
//  floorz
//  ceilingz
//  tmdropoffz
//   the lowest point contacted
//   (monsters won't move to a dropoff)
//  speciallines[]
//  numspeciallines
//

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

   tmthing = thing;

   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);
   floorline = blockline = ceilingline = NULL; // killough 8/1/98

   // Whether object can get out of a sticky situation:
   tmunstuck = thing->player &&          /* only players */
               thing->player->mo == thing &&       /* not voodoo dolls */
               mbf_features; /* not under old demos */

   // 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;
   validcount++;
   numspechit = 0;

   if ( tmthing->flags & MF_NOCLIP )
      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;


   for (bx=xl ; bx<=xh ; bx++)
      for (by=yl ; by<=yh ; by++)
         if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
            return false;

   // check lines

   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; // doesn't fit

   return true;
}


//
// 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,
                  boolean dropoff) // killough 3/15/98: allow dropoff as option
{
   fixed_t oldx;
   fixed_t oldy;

   felldown = floatok = false;               // killough 11/98

   if (!P_CheckPosition (thing, x, y))
      return false;   // solid wall or thing

   if ( !(thing->flags & MF_NOCLIP) )
   {
      // killough 7/26/98: reformatted slightly
      // killough 8/1/98: Possibly allow escape if otherwise stuck

      if (tmceilingz - tmfloorz < thing->height ||     // doesn't fit
            // mobj must lower to fit
            (floatok = true, !(thing->flags & MF_TELEPORT) &&
             tmceilingz - thing->z < thing->height) ||
            // too big a step up
            (!(thing->flags & MF_TELEPORT) &&
             tmfloorz - thing->z > 24*FRACUNIT))
         return tmunstuck
                && !(ceilingline && untouched(ceilingline))
                && !(  floorline && untouched(  floorline));

      /* killough 3/15/98: Allow certain objects to drop off
       * killough 7/24/98, 8/1/98:
       * Prevent monsters from getting stuck hanging off ledges
       * killough 10/98: Allow dropoffs in controlled circumstances
       * killough 11/98: Improve symmetry of clipping on stairs
       */

      if (!(thing->flags & (MF_DROPOFF|MF_FLOAT))) {
         if (comp[comp_dropoff])
         {
            if ((compatibility || !dropoff) && (tmfloorz - tmdropoffz > 24*FRACUNIT))
               return false;                      // don't stand over a dropoff
         }
         else
            if (!dropoff || (dropoff==2 &&  // large jump down (e.g. dogs)
                             (tmfloorz-tmdropoffz > 128*FRACUNIT ||
                              !thing->target || thing->target->z >tmdropoffz)))
            {
               if (!monkeys || !mbf_features ?
                     tmfloorz - tmdropoffz > 24*FRACUNIT :
                     thing->floorz  - tmfloorz > 24*FRACUNIT ||
                     thing->dropoffz - tmdropoffz > 24*FRACUNIT)
                  return false;
            }
            else { /* dropoff allowed -- check for whether it fell more than 24 */
               felldown = !(thing->flags & MF_NOGRAVITY) &&
                          thing->z - tmfloorz > 24*FRACUNIT;
            }
      }

      if (thing->flags & MF_BOUNCES &&    // killough 8/13/98
            !(thing->flags & (MF_MISSILE|MF_NOGRAVITY)) &&
            !sentient(thing) && tmfloorz - thing->z > 16*FRACUNIT)
         return false; // too big a step up for bouncers under gravity

      // killough 11/98: prevent falling objects from going up too many steps
      if (thing->intflags & MIF_FALLING && tmfloorz - thing->z >
            FixedMul(thing->momx,thing->momx)+FixedMul(thing->momy,thing->momy))
         return false;
   }

   // the move is ok,
   // so unlink from the old position and link into the new position

   P_UnsetThingPosition (thing);

   oldx = thing->x;
   oldy = thing->y;
   thing->floorz = tmfloorz;
   thing->ceilingz = tmceilingz;
   thing->dropoffz = tmdropoffz;      // killough 11/98: keep track of dropoffs
   thing->x = x;
   thing->y = y;

   P_SetThingPosition (thing);

   // if any special lines were hit, do the effect

   if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
      while (numspechit--)
         if (spechit[numspechit]->special)  // see if the line was crossed
         {
            int oldside;
            if ((oldside = P_PointOnLineSide(oldx, oldy, spechit[numspechit])) !=
                  P_PointOnLineSide(thing->x, thing->y, spechit[numspechit]))
               P_CrossSpecialLine(spechit[numspechit], oldside, thing);
         }

   return true;
}

/*
 * killough 9/12/98:
 *
 * Apply "torque" to objects hanging off of ledges, so that they
 * fall off. It's not really torque, since Doom has no concept of
 * rotation, but it's a convincing effect which avoids anomalies
 * such as lifeless objects hanging more than halfway off of ledges,
 * and allows objects to roll off of the edges of moving lifts, or
 * to slide up and then back down stairs, or to fall into a ditch.
 * If more than one linedef is contacted, the effects are cumulative,
 * so balancing is possible.
 */

static boolean PIT_ApplyTorque(line_t *ld)
{
   if (ld->backsector &&       // If thing touches two-sided pivot linedef
         tmbbox[BOXRIGHT]  > ld->bbox[BOXLEFT]  &&
         tmbbox[BOXLEFT]   < ld->bbox[BOXRIGHT] &&
         tmbbox[BOXTOP]    > ld->bbox[BOXBOTTOM] &&
         tmbbox[BOXBOTTOM] < ld->bbox[BOXTOP] &&
         P_BoxOnLineSide(tmbbox, ld) == -1)
   {
      mobj_t *mo = tmthing;

      fixed_t dist =                               // lever arm
         + (ld->dx >> FRACBITS) * (mo->y >> FRACBITS)
         - (ld->dy >> FRACBITS) * (mo->x >> FRACBITS)
         - (ld->dx >> FRACBITS) * (ld->v1->y >> FRACBITS)
         + (ld->dy >> FRACBITS) * (ld->v1->x >> FRACBITS);

      if (dist < 0 ?                               // dropoff direction
            ld->frontsector->floorheight < mo->z &&
            ld->backsector->floorheight >= mo->z :
            ld->backsector->floorheight < mo->z &&
            ld->frontsector->floorheight >= mo->z)
      {
         /* At this point, we know that the object straddles a two-sided
          * linedef, and that the object's center of mass is above-ground.
          */

         fixed_t x = D_abs(ld->dx), y = D_abs(ld->dy);

         if (y > x)
         {
            fixed_t t = x;
            x = y;
            y = t;
         }

         y = finesine[(tantoangle[FixedDiv(y,x)>>DBITS] +
                       ANG90) >> ANGLETOFINESHIFT];

         /* Momentum is proportional to distance between the
          * object's center of mass and the pivot linedef.
          *
          * It is scaled by 2^(OVERDRIVE - gear). When gear is
          * increased, the momentum gradually decreases to 0 for
          * the same amount of pseudotorque, so that oscillations
          * are prevented, yet it has a chance to reach equilibrium.
          */
         dist = FixedDiv(FixedMul(dist, (mo->gear < OVERDRIVE) ?
                                  y << -(mo->gear - OVERDRIVE) :
                                  y >> +(mo->gear - OVERDRIVE)), x);

         /* Apply momentum away from the pivot linedef. */

         x = FixedMul(ld->dy, dist);
         y = FixedMul(ld->dx, dist);

         /* Avoid moving too fast all of a sudden (step into "overdrive") */

         dist = FixedMul(x,x) + FixedMul(y,y);

         while (dist > FRACUNIT*4 && mo->gear < MAXGEAR)
            ++mo->gear, x >>= 1, y >>= 1, dist >>= 1;

         mo->momx -= x;
         mo->momy += y;
      }
   }
   return true;
}

/*
 * killough 9/12/98
 *
 * Applies "torque" to objects, based on all contacted linedefs
 */

void P_ApplyTorque(mobj_t *mo)
{
   int xl = ((tmbbox[BOXLEFT] =
                 mo->x - mo->radius) - bmaporgx) >> MAPBLOCKSHIFT;
   int xh = ((tmbbox[BOXRIGHT] =
                 mo->x + mo->radius) - bmaporgx) >> MAPBLOCKSHIFT;
   int yl = ((tmbbox[BOXBOTTOM] =
                 mo->y - mo->radius) - bmaporgy) >> MAPBLOCKSHIFT;
   int yh = ((tmbbox[BOXTOP] =
                 mo->y + mo->radius) - bmaporgy) >> MAPBLOCKSHIFT;
   int bx,by,flags = mo->intflags; //Remember the current state, for gear-change

   tmthing = mo;
   validcount++; /* prevents checking same line twice */

   for (bx = xl ; bx <= xh ; bx++)
      for (by = yl ; by <= yh ; by++)
         P_BlockLinesIterator(bx, by, PIT_ApplyTorque);

   /* If any momentum, mark object as 'falling' using engine-internal flags */
   if (mo->momx | mo->momy)
      mo->intflags |= MIF_FALLING;
   else  // Clear the engine-internal flag indicating falling object.
      mo->intflags &= ~MIF_FALLING;

   /* If the object has been moving, step up the gear.
    * This helps reach equilibrium and avoid oscillations.
    *
    * Doom has no concept of potential energy, much less
    * of rotation, so we have to creatively simulate these
    * systems somehow :)
    */

   if (!((mo->intflags | flags) & MIF_FALLING))   // If not falling for a while,
      mo->gear = 0;                                // Reset it to full strength
   else
      if (mo->gear < MAXGEAR)                      // Else if not at max gear,
         mo->gear++;                                // move up a gear
}

//
// P_ThingHeightClip
// Takes a valid thing and adjusts the thing->floorz,
// thing->ceilingz, and possibly thing->z.
// This is called for all nearby monsters
// whenever a sector changes height.
// If the thing doesn't fit,
// the z will be set to the lowest value
// and false will be returned.
//

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?
    * killough 11/98: Answer: see below (upset balance if hanging off ledge)
    */

   thing->floorz = tmfloorz;
   thing->ceilingz = tmceilingz;
   thing->dropoffz = tmdropoffz;    /* killough 11/98: remember dropoffs */

   if (onfloor)
   {

      // walking monsters rise and fall with the floor

      thing->z = thing->floorz;

      /* killough 11/98: Possibly upset balance of objects hanging off ledges */
      if (thing->intflags & MIF_FALLING && thing->gear >= MAXGEAR)
         thing->gear = 0;
   }
   else
   {

      // don't adjust a floating monster unless forced to

      if (thing->z+thing->height > thing->ceilingz)
         thing->z = thing->ceilingz - thing->height;
   }

   return thing->ceilingz - thing->floorz >= thing->height;
}


//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//

/* killough 8/2/98: make variables static */
static fixed_t   bestslidefrac;
static fixed_t   secondslidefrac;
static line_t*   bestslideline;
static line_t*   secondslideline;
static mobj_t*   slidemo;
static fixed_t   tmxmove;
static fixed_t   tmymove;


//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
// If the floor is icy, then you can bounce off a wall.             // phares
//

void P_HitSlideLine (line_t* ld)
{
   int     side;
   angle_t lineangle;
   angle_t moveangle;
   angle_t deltaangle;
   fixed_t movelen;
   fixed_t newlen;
   boolean icyfloor;  // is floor icy?                               // phares
   //   |
   // Under icy conditions, if the angle of approach to the wall     //   V
   // is more than 45 degrees, then you'll bounce and lose half
   // your momentum. If less than 45 degrees, you'll slide along
   // the wall. 45 is arbitrary and is believable.

   // Check for the special cases of horz or vert walls.

   /* killough 10/98: only bounce if hit hard (prevents wobbling)
    * cph - DEMOSYNC - should only affect players in Boom demos? */
   icyfloor =
      (mbf_features ?
       P_AproxDistance(tmxmove, tmymove) > 4*FRACUNIT : !compatibility) &&
      variable_friction &&  // killough 8/28/98: calc friction on demand
      slidemo->z <= slidemo->floorz &&
      P_GetFriction(slidemo, NULL) > ORIG_FRICTION;

   if (ld->slopetype == ST_HORIZONTAL)
   {
      if (icyfloor && (D_abs(tmymove) > D_abs(tmxmove)))
      {
         tmxmove /= 2; // absorb half the momentum
         tmymove = -tmymove/2;
         S_StartSound(slidemo,sfx_oof); // oooff!
      }
      else
         tmymove = 0; // no more movement in the Y direction
      return;
   }

   if (ld->slopetype == ST_VERTICAL)
   {
      if (icyfloor && (D_abs(tmxmove) > D_abs(tmymove)))
      {
         tmxmove = -tmxmove/2; // absorb half the momentum
         tmymove /= 2;
         S_StartSound(slidemo,sfx_oof); // oooff!                      //   ^
      }                                                             //   |
      else                                                            // phares
         tmxmove = 0; // no more movement in the X direction
      return;
   }

   // The wall is angled. Bounce if the angle of approach is         // phares
   // less than 45 degrees.                                          // phares

   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);

   // killough 3/2/98:
   // The moveangle+=10 breaks v1.9 demo compatibility in
   // some demos, so it needs demo_compatibility switch.

   if (!demo_compatibility)
      moveangle += 10; // prevents sudden path reversal due to        // phares
   // rounding error                              //   |
   deltaangle = moveangle-lineangle;                                 //   V
   movelen = P_AproxDistance (tmxmove, tmymove);
   if (icyfloor && (deltaangle > ANG45) && (deltaangle < ANG90+ANG45))
   {
      moveangle = lineangle - deltaangle;
      movelen /= 2; // absorb
      S_StartSound(slidemo,sfx_oof); // oooff!
      moveangle >>= ANGLETOFINESHIFT;
      tmxmove = FixedMul (movelen, finecosine[moveangle]);
      tmymove = FixedMul (movelen, finesine[moveangle]);
   }                                                               //   ^
   else                                                              //   |
   {                                                               // phares
      if (deltaangle > ANG180)
         deltaangle += ANG180;

      //  I_Error ("SlideLine: ang>ANG180");

      lineangle >>= ANGLETOFINESHIFT;
      deltaangle >>= ANGLETOFINESHIFT;
      newlen = FixedMul (movelen, finecosine[deltaangle]);
      tmxmove = FixedMul (newlen, finecosine[lineangle]);
      tmymove = FixedMul (newlen, finesine[lineangle]);
   }                                                               // phares
}


//
// 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;
   }

   // set openrange, opentop, openbottom.
   // These define a 'window' from one sector to another across a line

   P_LineOpening (li);

   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

   // this line doesn't block movement

   return true;

   // 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.
//
// killough 11/98: reformatted

void P_SlideMove(mobj_t *mo)
{
   int hitcount = 3;

   slidemo = mo; // the object that's sliding

   do
   {
      fixed_t leadx, leady, trailx, traily;

      if (!--hitcount)
         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:

         /* killough 3/15/98: Allow objects to drop off ledges
          *
          * phares 5/4/98: kill momentum if you can't move at all
          * This eliminates player bobbing if pressed against a wall
          * while on ice.
          *
          * killough 10/98: keep buggy code around for old Boom demos
          *
          * cph 2000/09//23: buggy code was only in Boom v2.01
          */

         if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true))
            if (!P_TryMove(mo, mo->x + mo->momx, mo->y, true))
               if (compatibility_level == boom_201_compatibility)
                  mo->momx = mo->momy = 0;

         break;
      }

      // fudge a bit to make sure it doesn't hit

      if ((bestslidefrac -= 0x800) > 0)
      {
         fixed_t newx = FixedMul(mo->momx, bestslidefrac);
         fixed_t newy = FixedMul(mo->momy, bestslidefrac);

         // killough 3/15/98: Allow objects to drop off ledges

         if (!P_TryMove(mo, mo->x+newx, mo->y+newy, true))
            goto stairstep;
      }

      // Now continue along the wall.
      // First calculate remainder.

      bestslidefrac = FRACUNIT-(bestslidefrac+0x800);

      if (bestslidefrac > FRACUNIT)
         bestslidefrac = FRACUNIT;

      if (bestslidefrac <= 0)
         break;

      tmxmove = FixedMul(mo->momx, bestslidefrac);
      tmymove = FixedMul(mo->momy, bestslidefrac);

      P_HitSlideLine(bestslideline); // clip the moves

      mo->momx = tmxmove;
      mo->momy = tmymove;

      /* killough 10/98: affect the bobbing the same way (but not voodoo dolls)
       * cph - DEMOSYNC? */
      if (mo->player && mo->player->mo == mo)
      {
         if (D_abs(mo->player->momx) > D_abs(tmxmove))
            mo->player->momx = tmxmove;
         if (D_abs(mo->player->momy) > D_abs(tmymove))
            mo->player->momy = tmymove;
      }
   }  // killough 3/15/98: Allow objects to drop off ledges:
   while (!P_TryMove(mo, mo->x+tmxmove, mo->y+tmymove, true));
}

//
// P_LineAttack
//
mobj_t*   linetarget; // who got hit (or NULL)
static mobj_t*   shootthing;

/* killough 8/2/98: for more intelligent autoaiming */
static uint_64_t aim_flags_mask;

// Height if not aiming up or down
fixed_t   shootz;

int       la_damage;
fixed_t   attackrange;

static fixed_t   aimslope;

// slopes to top and bottom of target
// killough 4/20/98: make static instead of using ones in p_sight.c

static fixed_t  topslope;
static fixed_t  bottomslope;


//
// 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;
   fixed_t thingtopslope;
   fixed_t 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))
      return true;    // corpse or something

   /* killough 7/19/98, 8/2/98:
    * friends don't aim at friends (except players), at least not first
    */
   if (th->flags & shootthing->flags & aim_flags_mask && !th->player)
      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;
   fixed_t y;
   fixed_t z;
   fixed_t frac;

   mobj_t* th;

   fixed_t slope;
   fixed_t dist;
   fixed_t thingtopslope;
   fixed_t thingbottomslope;

   if (in->isaline)
   {
      line_t *li = in->d.line;

      if (li->special)
         P_ShootSpecialLine (shootthing, li);

      if (li->flags & ML_TWOSIDED)
      {  // crosses a two sided (really 2s) line
         P_LineOpening (li);
         dist = FixedMul(attackrange, in->frac);

         // killough 11/98: simplify

         if ((li->frontsector->floorheight==li->backsector->floorheight ||
               (slope = FixedDiv(openbottom - shootz , dist)) <= aimslope) &&
               (li->frontsector->ceilingheight==li->backsector->ceilingheight ||
                (slope = FixedDiv (opentop - shootz , dist)) >= aimslope))
            return true;      // shot continues
      }

      // hit line
      // 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)
      {
         // don't shoot the sky!

         if (z > li->frontsector->ceilingheight)
            return false;

         // it's a sky hack wall

         if  (li->backsector && li->backsector->ceilingpic == skyflatnum)

            // fix bullet-eaters -- killough:
            // WARNING: Almost all demos will lose sync without this
            // demo_compatibility flag check!!! killough 1/18/98
            if (demo_compatibility || li->backsector->ceilingheight < z)
               return false;
      }

      // Spawn bullet puffs.

      P_SpawnPuff (x,y,z);

      // don't go any farther

      return false;
   }

   // 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 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));

   // Spawn bullet puffs or blod spots,
   // depending on target type.
   if (in->d.thing->flags & MF_NOBLOOD)
      P_SpawnPuff (x,y,z);
   else
      P_SpawnBlood (x,y,z, la_damage);

   if (la_damage)
      P_DamageMobj (th, shootthing, shootthing, la_damage);

   // don't go any farther
   return false;
}


//
// P_AimLineAttack
//
fixed_t P_AimLineAttack(mobj_t* t1,angle_t angle,fixed_t distance, uint_64_t mask)
{
   fixed_t x2;
   fixed_t 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;

   // can't shoot outside view angles

   topslope = 100*FRACUNIT/160;
   bottomslope = -100*FRACUNIT/160;

   attackrange = distance;
   linetarget = NULL;

   /* killough 8/2/98: prevent friends from aiming at friends */
   aim_flags_mask = mask;

   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;
   fixed_t 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;
   attackrange = distance;
   aimslope = slope;

   P_PathTraverse(t1->x,t1->y,x2,y2,PT_ADDLINES|PT_ADDTHINGS,PTR_ShootTraverse);
}


//
// USE LINES
//

mobj_t*   usething;

boolean PTR_UseTraverse (intercept_t* in)
{
   int side;

   if (!in->d.line->special)
   {
      P_LineOpening (in->d.line);
      if (openrange <= 0)
      {
         S_StartSound (usething, sfx_noway);

         // can't use through a wall
         return false;
      }

      // not a special line, but keep checking

      return true;
   }

   side = 0;
   if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
      side = 1;

   //  return false;   // don't use back side

   P_UseSpecialLine (usething, in->d.line, side);

   //WAS can't use for than one special line in a row
   //jff 3/21/98 NOW multiple use allowed with enabling line flag

   return (!demo_compatibility && (in->d.line->flags&ML_PASSUSE))?
          true : false;
}

// Returns false if a "oof" sound should be made because of a blocking
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
// and lowers which block the player, cause the sound effect when the
// player tries to activate them. Specials are excluded, although it is
// assumed that all special linedefs within reach have been considered
// and rejected already (see P_UseLines).
//
// by Lee Killough
//

boolean PTR_NoWayTraverse(intercept_t* in)
{
   line_t *ld = in->d.line;
   // This linedef
   return ld->special || !(                 // Ignore specials
             ld->flags & ML_BLOCKING || (            // Always blocking
                P_LineOpening(ld),                      // Find openings
                openrange <= 0 ||                       // No opening
                openbottom > usething->z+24*FRACUNIT || // Too high it blocks
                opentop < usething->z+usething->height  // Too low it blocks
             )
          );
}

//
// P_UseLines
// Looks for special lines in front of the player to activate.
//
void P_UseLines (player_t*  player)
{
   int     angle;
   fixed_t x1;
   fixed_t y1;
   fixed_t x2;
   fixed_t 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];

   // old code:
   //
   // P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
   //
   // This added test makes the "oof" sound work on 2s lines -- killough:

   if (P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ))
      if (!comp[comp_sound] && !P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_NoWayTraverse ))
         S_StartSound (usething, sfx_noway);
}


//
// RADIUS ATTACK
//

static mobj_t *bombsource, *bombspot;
static int bombdamage;


//
// PIT_RadiusAttack
// "bombsource" is the creature
// that caused the explosion at "bombspot".
//

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

   /* killough 8/20/98: allow bouncers to take damage
    * (missile bouncers are already excluded with MF_NOBLOCKMAP)
    */

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

   // Boss spider and cyborg
   // take no damage from concussion.

   // killough 8/10/98: allow grenades to hurt anyone, unless
   // fired by Cyberdemons, in which case it won't hurt Cybers.

   if (bombspot->flags & MF_BOUNCES ?
         thing->type == MT_CYBORG && bombsource->type == MT_CYBORG :
         thing->type == MT_CYBORG || thing->type == MT_SPIDER)
      return true;

   dx = D_abs(thing->x - bombspot->x);
   dy = D_abs(thing->y - bombspot->y);

   dist = dx>dy ? dx : dy;
   dist = (dist - thing->radius) >> FRACBITS;

   if (dist < 0)
      dist = 0;

   if (dist >= bombdamage)
      return true;  // out of range

   if ( P_CheckSight (thing, bombspot) )
   {
      // must be in direct path
      P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
   }

   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 x;
   int y;

   int xl;
   int xh;
   int yl;
   int yh;

   fixed_t dist;

   dist = (damage+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;

   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.
//

static boolean crushchange, 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->health <= 0)
   {
      P_SetMobjState (thing, S_GIBS);

      thing->flags &= ~MF_SOLID;
      thing->height = 0;
      thing->radius = 0;
      return true; // keep checking
   }

   // crunch dropped items

   if (thing->flags & MF_DROPPED)
   {
      P_RemoveMobj (thing);

      // keep checking
      return true;
   }

   /* killough 11/98: kill touchy things immediately */
   if (thing->flags & MF_TOUCHY &&
         (thing->intflags & MIF_ARMED || sentient(thing)))
   {
      P_DamageMobj(thing, NULL, NULL, thing->health);  // kill object
      return true;   // keep checking
   }

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

   nofit = true;

   if (crushchange && !(leveltime&3)) {
      int t;
      P_DamageMobj(thing,NULL,NULL,10);

      // spray blood in a random direction
      mo = P_SpawnMobj (thing->x,
                        thing->y,
                        thing->z + thing->height/2, MT_BLOOD);

      /* killough 8/10/98: remove dependence on order of evaluation */
      t = P_Random(pr_crush);
      mo->momx = (t - P_Random (pr_crush))<<12;
      t = P_Random(pr_crush);
      mo->momy = (t - P_Random (pr_crush))<<12;
   }

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


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

   nofit = false;
   crushchange = crunch;

   // ARRGGHHH!!!!
   // This is horrendously slow!!!
   // killough 3/14/98

   // re-check 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;
}

//
// P_CheckSector
// jff 3/19/98 added to just check monsters on the periphery
// of a moving sector instead of all in bounding box of the
// sector. Both more accurate and faster.
//

boolean P_CheckSector(sector_t* sector,boolean crunch)
{
   msecnode_t *n;

   if (comp[comp_floors]) /* use the old routine for old demos though */
      return P_ChangeSector(sector,crunch);

   nofit = false;
   crushchange = crunch;

   // killough 4/4/98: scan list front-to-back until empty or exhausted,
   // restarting from beginning after each thing is processed. Avoids
   // crashes, and is sure to examine all things in the sector, and only
   // the things which are in the sector, until a steady-state is reached.
   // Things can arbitrarily be inserted and removed and it won't mess up.
   //
   // killough 4/7/98: simplified to avoid using complicated counter

   // Mark all things invalid

   for (n=sector->touching_thinglist; n; n=n->m_snext)
      n->visited = false;

   do
      for (n=sector->touching_thinglist; n; n=n->m_snext)  // go through list
         if (!n->visited)               // unprocessed thing found
         {
            n->visited  = true;          // mark thing as processed
            if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
               PIT_ChangeSector(n->m_thing);    // process it
            break;                 // exit and start over
         }
   while (n);  // repeat from scratch until all things left are marked valid

   return nofit;
}


// CPhipps -
// Use block memory allocator here

#include "z_bmalloc.h"

IMPLEMENT_BLOCK_MEMORY_ALLOC_ZONE(secnodezone, sizeof(msecnode_t), PU_LEVEL, 32, "SecNodes");

inline static msecnode_t* P_GetSecnode(void)
{
   return (msecnode_t*)Z_BMalloc(&secnodezone);
}

// P_PutSecnode() returns a node to the freelist.

inline static void P_PutSecnode(msecnode_t* node)
{
   Z_BFree(&secnodezone, node);
}

// phares 3/16/98
//
// P_AddSecnode() searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.

msecnode_t* P_AddSecnode(sector_t* s, mobj_t* thing, msecnode_t* nextnode)
{
   msecnode_t* node;

   node = nextnode;
   while (node)
   {
      if (node->m_sector == s)   // Already have a node for this sector?
      {
         node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
         return(nextnode);
      }
      node = node->m_tnext;
   }

   // Couldn't find an existing node for this sector. Add one at the head
   // of the list.

   node = P_GetSecnode();

   // killough 4/4/98, 4/7/98: mark new nodes unvisited.
   node->visited = 0;

   node->m_sector = s;       // sector
   node->m_thing  = thing;     // mobj
   node->m_tprev  = NULL;    // prev node on Thing thread
   node->m_tnext  = nextnode;  // next node on Thing thread
   if (nextnode)
      nextnode->m_tprev = node; // set back link on Thing

   // Add new node at head of sector thread starting at s->touching_thinglist

   node->m_sprev  = NULL;    // prev node on sector thread
   node->m_snext  = s->touching_thinglist; // next node on sector thread
   if (s->touching_thinglist)
      node->m_snext->m_sprev = node;
   s->touching_thinglist = node;
   return(node);
}


// P_DelSecnode() deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or NULL.

msecnode_t* P_DelSecnode(msecnode_t* node)
{
   msecnode_t* tp;  // prev node on thing thread
   msecnode_t* tn;  // next node on thing thread
   msecnode_t* sp;  // prev node on sector thread
   msecnode_t* sn;  // next node on sector thread

   if (node)
   {

      // Unlink from the Thing thread. The Thing thread begins at
      // sector_list and not from mobj_t->touching_sectorlist.

      tp = node->m_tprev;
      tn = node->m_tnext;
      if (tp)
         tp->m_tnext = tn;
      if (tn)
         tn->m_tprev = tp;

      // Unlink from the sector thread. This thread begins at
      // sector_t->touching_thinglist.

      sp = node->m_sprev;
      sn = node->m_snext;
      if (sp)
         sp->m_snext = sn;
      else
         node->m_sector->touching_thinglist = sn;
      if (sn)
         sn->m_sprev = sp;

      // Return this node to the freelist

      P_PutSecnode(node);
      return(tn);
   }
   return(NULL);
}                             // phares 3/13/98

// Delete an entire sector list

void P_DelSeclist(msecnode_t* node)

{
   while (node)
      node = P_DelSecnode(node);
}


// phares 3/14/98
//
// PIT_GetSectors
// Locates all the sectors the object is in by looking at the lines that
// cross through it. You have already decided that the object is allowed
// at this location, so don't bother with checking impassable or
// blocking lines.

boolean PIT_GetSectors(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;

   // This line crosses through the object.

   // Collect the sector(s) from the line and add to the
   // sector_list you're examining. If the Thing ends up being
   // allowed to move to this position, then the sector_list
   // will be attached to the Thing's mobj_t at touching_sectorlist.

   sector_list = P_AddSecnode(ld->frontsector,tmthing,sector_list);

   /* Don't assume all lines are 2-sided, since some Things
    * like MT_TFOG are allowed regardless of whether their radius takes
    * them beyond an impassable linedef.
    *
    * killough 3/27/98, 4/4/98:
    * Use sidedefs instead of 2s flag to determine two-sidedness.
    * killough 8/1/98: avoid duplicate if same sector on both sides
    * cph - DEMOSYNC? */

   if (ld->backsector && ld->backsector != ld->frontsector)
      sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list);

   return true;
}


// phares 3/14/98
//
// P_CreateSecNodeList alters/creates the sector_list that shows what sectors
// the object resides in.

void P_CreateSecNodeList(mobj_t* thing,fixed_t x,fixed_t y)
{
   int xl;
   int xh;
   int yl;
   int yh;
   int bx;
   int by;
   msecnode_t* node;
   mobj_t* saved_tmthing = tmthing; /* cph - see comment at func end */
   fixed_t saved_tmx = tmx, saved_tmy = tmy; /* ditto */

   // First, clear out the existing m_thing fields. As each node is
   // added or verified as needed, m_thing will be set properly. When
   // finished, delete all nodes where m_thing is still NULL. These
   // represent the sectors the Thing has vacated.

   node = sector_list;
   while (node)
   {
      node->m_thing = NULL;
      node = node->m_tnext;
   }

   tmthing = thing;

   tmx = x;
   tmy = y;

   tmbbox[BOXTOP]  = y + tmthing->radius;
   tmbbox[BOXBOTTOM] = y - tmthing->radius;
   tmbbox[BOXRIGHT]  = x + tmthing->radius;
   tmbbox[BOXLEFT]   = x - tmthing->radius;

   validcount++; // used to make sure we only process a line once

   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++)
         P_BlockLinesIterator(bx,by,PIT_GetSectors);

   // Add the sector of the (x,y) point to sector_list.

   sector_list = P_AddSecnode(thing->subsector->sector,thing,sector_list);

   // Now delete any nodes that won't be used. These are the ones where
   // m_thing is still NULL.

   node = sector_list;
   while (node)
   {
      if (node->m_thing == NULL)
      {
         if (node == sector_list)
            sector_list = node->m_tnext;
         node = P_DelSecnode(node);
      }
      else
         node = node->m_tnext;
   }

   /* cph -
    * This is the strife we get into for using global variables. tmthing
    *  is being used by several different functions calling
    *  P_BlockThingIterator, including functions that can be called *from*
    *  P_BlockThingIterator. Using a global tmthing is not reentrant.
    * OTOH for Boom/MBF demos we have to preserve the buggy behavior.
    *  Fun. We restore its previous value unless we're in a Boom/MBF demo.
    */
   if ((compatibility_level < boom_compatibility_compatibility) ||
         (compatibility_level >= prboom_3_compatibility))
      tmthing = saved_tmthing;
   /* And, duh, the same for tmx/y - cph 2002/09/22
    * And for tmbbox - cph 2003/08/10 */
   if ((compatibility_level < boom_compatibility_compatibility) /* ||
                     (compatibility_level >= prboom_4_compatibility) */) {
      tmx = saved_tmx, tmy = saved_tmy;
      if (tmthing) {
         tmbbox[BOXTOP]  = tmy + tmthing->radius;
         tmbbox[BOXBOTTOM] = tmy - tmthing->radius;
         tmbbox[BOXRIGHT]  = tmx + tmthing->radius;
         tmbbox[BOXLEFT]   = tmx - tmthing->radius;
      }
   }
}

/* cphipps 2004/08/30 -
 * Must clear tmthing at tic end, as it might contain a pointer to a removed thinker, or the level might have ended/been ended and we clear the objects it was pointing too. Hopefully we don't need to carry this between tics for sync. */
void P_MapStart(void) {
   if (tmthing) I_Error("P_MapStart: tmthing set!");
}
void P_MapEnd(void) {
   tmthing = NULL;
}