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1195 lines
29 KiB
C
1195 lines
29 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_maputl.c
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/// \brief Movement/collision utility functions, as used by functions in p_map.c
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/// Blockmap iterator functions, and some PIT_* functions to use for iteration
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "r_main.h"
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#include "p_maputl.h"
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#include "p_polyobj.h"
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#include "z_zone.h"
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//
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// P_AproxDistance
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// Gives an estimation of distance (not exact)
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//
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fixed_t P_AproxDistance(fixed_t dx, fixed_t dy)
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{
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dx = abs(dx);
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dy = abs(dy);
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if (dx < dy)
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return dx + dy - (dx>>1);
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return dx + dy - (dy>>1);
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}
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//
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// P_PartialDistance
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// Useful only for iterations finding the 'closest point'
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//
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FUNCMATH static inline fixed_t P_PartialDistance(fixed_t dx, fixed_t dy)
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{
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dx >>= FRACBITS;
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dy >>= FRACBITS;
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dx *= dx;
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dy *= dy;
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return dx + dy;
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}
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//
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// P_ClosestPointOnLine
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// Finds the closest point on a given line to the supplied point
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//
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void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result)
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{
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fixed_t startx = line->v1->x;
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fixed_t starty = line->v1->y;
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fixed_t dx = line->dx;
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fixed_t dy = line->dy;
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// Determine t (the length of the vector from <20>Line[0]<5D> to <20>p<EFBFBD>)
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fixed_t cx, cy;
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fixed_t vx, vy;
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fixed_t magnitude;
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fixed_t t;
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//Sub (p, &Line[0], &c);
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cx = x - startx;
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cy = y - starty;
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//Sub (&Line[1], &Line[0], &V);
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vx = dx;
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vy = dy;
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//Normalize (&V, &V);
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magnitude = R_PointToDist2(line->v2->x, line->v2->y, startx, starty);
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vx = FixedDiv(vx, magnitude);
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vy = FixedDiv(vy, magnitude);
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t = (FixedMul(vx, cx) + FixedMul(vy, cy));
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// Return the point between <20>Line[0]<5D> and <20>Line[1]<5D>
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vx = FixedMul(vx, t);
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vy = FixedMul(vy, t);
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//Add (&Line[0], &V, out);
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result->x = startx + vx;
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result->y = starty + vy;
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return;
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}
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//
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// P_PointOnLineSide
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// Returns 0 or 1
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//
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INT32 P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line)
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{
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const vertex_t *v1 = line->v1;
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fixed_t dx, dy, left, right;
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if (!line->dx)
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{
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if (x <= v1->x)
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return (line->dy > 0);
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return (line->dy < 0);
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}
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if (!line->dy)
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{
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if (y <= v1->y)
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return (line->dx < 0);
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return (line->dx > 0);
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}
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dx = (x - v1->x);
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dy = (y - v1->y);
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left = FixedMul(line->dy>>FRACBITS, dx);
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right = FixedMul(dy, line->dx>>FRACBITS);
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if (right < left)
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return 0; // front side
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return 1; // back side
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}
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//
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// P_BoxOnLineSide
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// Considers the line to be infinite
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// Returns side 0 or 1, -1 if box crosses the line.
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//
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INT32 P_BoxOnLineSide(fixed_t *tmbox, line_t *ld)
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{
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INT32 p1, p2;
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switch (ld->slopetype)
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{
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case ST_HORIZONTAL:
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p1 = tmbox[BOXTOP] > ld->v1->y;
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p2 = tmbox[BOXBOTTOM] > ld->v1->y;
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if (ld->dx < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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break;
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case ST_VERTICAL:
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p1 = tmbox[BOXRIGHT] < ld->v1->x;
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p2 = tmbox[BOXLEFT] < ld->v1->x;
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if (ld->dy < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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break;
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case ST_POSITIVE:
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p1 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXTOP], ld);
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p2 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
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break;
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case ST_NEGATIVE:
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p1 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
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p2 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
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break;
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default:
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I_Error("P_BoxOnLineSide: unknown slopetype %d\n", ld->slopetype);
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return -1;
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}
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if (p1 == p2)
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return p1;
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return -1;
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}
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//
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// P_PointOnDivlineSide
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// Returns 0 or 1.
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//
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static INT32 P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t *line)
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{
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fixed_t dx, dy, left, right;
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if (!line->dx)
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{
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if (x <= line->x)
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return line->dy > 0;
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return line->dy < 0;
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}
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if (!line->dy)
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{
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if (y <= line->y)
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return line->dx < 0;
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return line->dx > 0;
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}
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dx = (x - line->x);
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dy = (y - line->y);
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// try to quickly decide by looking at sign bits
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if ((line->dy ^ line->dx ^ dx ^ dy) & 0x80000000)
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{
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if ((line->dy ^ dx) & 0x80000000)
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return 1; // left is negative
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return 0;
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}
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left = FixedMul(line->dy>>8, dx>>8);
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right = FixedMul(dy>>8, line->dx>>8);
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if (right < left)
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return 0; // front side
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return 1; // back side
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}
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//
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// P_MakeDivline
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//
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void P_MakeDivline(line_t *li, divline_t *dl)
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{
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dl->x = li->v1->x;
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dl->y = li->v1->y;
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dl->dx = li->dx;
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dl->dy = li->dy;
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}
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//
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// P_InterceptVector
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// Returns the fractional intercept point along the first divline.
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// This is only called by the addthings and addlines traversers.
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//
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fixed_t P_InterceptVector(divline_t *v2, divline_t *v1)
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{
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fixed_t frac, num, den;
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den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy);
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if (!den)
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return 0;
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num = FixedMul((v1->x - v2->x)>>8, v1->dy) + FixedMul((v2->y - v1->y)>>8, v1->dx);
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frac = FixedDiv(num, den);
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return frac;
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}
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//
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// P_LineOpening
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// Sets opentop and openbottom to the window through a two sided line.
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// OPTIMIZE: keep this precalculated
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//
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fixed_t opentop, openbottom, openrange, lowfloor;
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// P_CameraLineOpening
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// P_LineOpening, but for camera
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// Tails 09-29-2002
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void P_CameraLineOpening(line_t *linedef)
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{
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sector_t *front;
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sector_t *back;
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fixed_t frontfloor, frontceiling, backfloor, backceiling;
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if (linedef->sidenum[1] == 0xffff)
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{
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// single sided line
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openrange = 0;
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return;
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}
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front = linedef->frontsector;
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back = linedef->backsector;
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// Cameras use the heightsec's heights rather then the actual sector heights.
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// If you can see through it, why not move the camera through it too?
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if (front->heightsec >= 0)
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{
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frontfloor = sectors[front->heightsec].floorheight;
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frontceiling = sectors[front->heightsec].ceilingheight;
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}
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else
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{
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frontfloor = front->floorheight;
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frontceiling = front->ceilingheight;
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}
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if (back->heightsec >= 0)
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{
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backfloor = sectors[back->heightsec].floorheight;
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backceiling = sectors[back->heightsec].ceilingheight;
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}
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else
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{
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backfloor = back->floorheight;
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backceiling = back->ceilingheight;
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}
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{
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fixed_t thingtop = mapcampointer->z + mapcampointer->height;
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if (frontceiling < backceiling)
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opentop = frontceiling;
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else
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opentop = backceiling;
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if (frontfloor > backfloor)
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{
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openbottom = frontfloor;
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lowfloor = backfloor;
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}
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else
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{
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openbottom = backfloor;
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lowfloor = frontfloor;
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}
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// Check for fake floors in the sector.
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if (front->ffloors || back->ffloors)
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{
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ffloor_t *rover;
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fixed_t lowestceiling = opentop;
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fixed_t highestfloor = openbottom;
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fixed_t lowestfloor = lowfloor;
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fixed_t delta1, delta2;
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thingtop = mapcampointer->z + mapcampointer->height;
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// Check for frontsector's fake floors
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if (front->ffloors)
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for (rover = front->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_RENDERALL) || !(rover->flags & FF_EXISTS) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12)
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continue;
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delta1 = abs(mapcampointer->z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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delta2 = abs(thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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if (*rover->bottomheight < lowestceiling && delta1 >= delta2)
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lowestceiling = *rover->bottomheight;
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if (*rover->topheight > highestfloor && delta1 < delta2)
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highestfloor = *rover->topheight;
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else if (*rover->topheight > lowestfloor && delta1 < delta2)
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lowestfloor = *rover->topheight;
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}
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// Check for backsectors fake floors
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if (back->ffloors)
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for (rover = back->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_RENDERALL) || !(rover->flags & FF_EXISTS) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12)
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continue;
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delta1 = abs(mapcampointer->z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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delta2 = abs(thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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if (*rover->bottomheight < lowestceiling && delta1 >= delta2)
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lowestceiling = *rover->bottomheight;
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if (*rover->topheight > highestfloor && delta1 < delta2)
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highestfloor = *rover->topheight;
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else if (*rover->topheight > lowestfloor && delta1 < delta2)
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lowestfloor = *rover->topheight;
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}
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if (highestfloor > openbottom)
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openbottom = highestfloor;
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if (lowestceiling < opentop)
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opentop = lowestceiling;
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if (lowestfloor > lowfloor)
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lowfloor = lowestfloor;
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}
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openrange = opentop - openbottom;
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return;
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}
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}
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void P_LineOpening(line_t *linedef)
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{
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sector_t *front, *back;
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if (linedef->sidenum[1] == 0xffff)
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{
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// single sided line
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openrange = 0;
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return;
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}
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// Treat polyobjects kind of like 3D Floors
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#ifdef POLYOBJECTS
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if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT))
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{
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front = linedef->frontsector;
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back = linedef->frontsector;
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}
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else
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#endif
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{
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front = linedef->frontsector;
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back = linedef->backsector;
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}
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I_Assert(front != NULL);
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I_Assert(back != NULL);
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if (tmthing)
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{
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fixed_t thingtop = tmthing->z + tmthing->height;
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if (front->ceilingheight < back->ceilingheight)
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opentop = front->ceilingheight;
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else
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opentop = back->ceilingheight;
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if (front->floorheight > back->floorheight)
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{
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openbottom = front->floorheight;
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lowfloor = back->floorheight;
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}
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else
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{
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openbottom = back->floorheight;
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lowfloor = front->floorheight;
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}
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// Check for fake floors in the sector.
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if (front->ffloors || back->ffloors
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#ifdef POLYOBJECTS
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|| linedef->polyobj
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#endif
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)
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{
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ffloor_t *rover;
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fixed_t lowestceiling = opentop;
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fixed_t highestfloor = openbottom;
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fixed_t lowestfloor = lowfloor;
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fixed_t delta1;
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fixed_t delta2;
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if (!tmthing)
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goto no_thing;
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thingtop = tmthing->z + tmthing->height;
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// Check for frontsector's fake floors
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for (rover = front->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(((rover->flags & FF_BLOCKPLAYER) && tmthing->player)
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|| ((rover->flags & FF_BLOCKOTHERS) && !tmthing->player))) continue;
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delta1 = abs(tmthing->z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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delta2 = abs(thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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if (*rover->bottomheight < lowestceiling && delta1 >= delta2)
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{
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if (!(rover->flags & FF_PLATFORM))
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lowestceiling = *rover->bottomheight;
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}
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if (*rover->topheight < highestfloor && delta1 >= delta2)
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{
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if (!(rover->flags & FF_REVERSEPLATFORM))
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lowestceiling = *rover->topheight;
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}
|
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if (*rover->topheight > highestfloor && delta1 < delta2)
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highestfloor = *rover->topheight;
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else if (*rover->topheight > lowestfloor && delta1 < delta2)
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lowestfloor = *rover->topheight;
|
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}
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|
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// Check for backsectors fake floors
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for (rover = back->ffloors; rover; rover = rover->next)
|
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{
|
||
if (!(rover->flags & FF_EXISTS) || !(((rover->flags & FF_BLOCKPLAYER) && tmthing->player)
|
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|| ((rover->flags & FF_BLOCKOTHERS) && !tmthing->player))) continue;
|
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delta1 = abs(tmthing->z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
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delta2 = abs(thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)));
|
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if (*rover->bottomheight < lowestceiling && delta1 >= delta2)
|
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{
|
||
if (!(rover->flags & FF_PLATFORM))
|
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lowestceiling = *rover->bottomheight;
|
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}
|
||
if (*rover->topheight < highestfloor && delta1 >= delta2)
|
||
{
|
||
if (!(rover->flags & FF_REVERSEPLATFORM))
|
||
lowestceiling = *rover->topheight;
|
||
}
|
||
|
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if (*rover->topheight > highestfloor && delta1 < delta2)
|
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highestfloor = *rover->topheight;
|
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else if (*rover->topheight > lowestfloor && delta1 < delta2)
|
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lowestfloor = *rover->topheight;
|
||
}
|
||
|
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#ifdef POLYOBJECTS
|
||
// Treat polyobj's backsector like a 3D Floor
|
||
if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT))
|
||
{
|
||
const sector_t *polysec = linedef->backsector;
|
||
|
||
delta1 = abs(tmthing->z - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
|
||
delta2 = abs(thingtop - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
|
||
if (polysec->floorheight < lowestceiling && delta1 >= delta2)
|
||
lowestceiling = polysec->floorheight;
|
||
|
||
if (polysec->ceilingheight > highestfloor && delta1 < delta2)
|
||
highestfloor = polysec->ceilingheight;
|
||
else if (polysec->ceilingheight > lowestfloor && delta1 < delta2)
|
||
lowestfloor = polysec->ceilingheight;
|
||
}
|
||
#endif
|
||
|
||
if (highestfloor > openbottom)
|
||
openbottom = highestfloor;
|
||
|
||
if (lowestceiling < opentop)
|
||
opentop = lowestceiling;
|
||
|
||
if (lowestfloor > lowfloor)
|
||
lowfloor = lowestfloor;
|
||
}
|
||
openrange = opentop - openbottom;
|
||
return;
|
||
}
|
||
|
||
if (front->ceilingheight < back->ceilingheight)
|
||
opentop = front->ceilingheight;
|
||
else
|
||
opentop = back->ceilingheight;
|
||
|
||
if (front->floorheight > back->floorheight)
|
||
{
|
||
openbottom = front->floorheight;
|
||
lowfloor = back->floorheight;
|
||
}
|
||
else
|
||
{
|
||
openbottom = back->floorheight;
|
||
lowfloor = front->floorheight;
|
||
}
|
||
|
||
no_thing:
|
||
|
||
openrange = opentop - openbottom;
|
||
}
|
||
|
||
|
||
//
|
||
// THING POSITION SETTING
|
||
//
|
||
|
||
//
|
||
// P_UnsetThingPosition
|
||
// Unlinks a thing from block map and sectors.
|
||
// On each position change, BLOCKMAP and other
|
||
// lookups maintaining lists ot things inside
|
||
// these structures need to be updated.
|
||
//
|
||
void P_UnsetThingPosition(mobj_t *thing)
|
||
{
|
||
I_Assert(thing != NULL);
|
||
I_Assert(!P_MobjWasRemoved(thing));
|
||
|
||
if (!(thing->flags & MF_NOSECTOR))
|
||
{
|
||
/* invisible things don't need to be in sector list
|
||
* unlink from subsector
|
||
*
|
||
* killough 8/11/98: simpler scheme using pointers-to-pointers for prev
|
||
* pointers, allows head node pointers to be treated like everything else
|
||
*/
|
||
|
||
mobj_t **sprev = thing->sprev;
|
||
mobj_t *snext = thing->snext;
|
||
if ((*sprev = snext) != NULL) // unlink from sector list
|
||
snext->sprev = sprev;
|
||
|
||
// phares 3/14/98
|
||
//
|
||
// Save the sector list pointed to by touching_sectorlist.
|
||
// In P_SetThingPosition, we'll keep any nodes that represent
|
||
// sectors the Thing still touches. We'll add new ones then, and
|
||
// delete any nodes for sectors the Thing has vacated. Then we'll
|
||
// put it back into touching_sectorlist. It's done this way to
|
||
// avoid a lot of deleting/creating for nodes, when most of the
|
||
// time you just get back what you deleted anyway.
|
||
//
|
||
// If this Thing is being removed entirely, then the calling
|
||
// routine will clear out the nodes in sector_list.
|
||
|
||
sector_list = thing->touching_sectorlist;
|
||
thing->touching_sectorlist = NULL; //to be restored by P_SetThingPosition
|
||
}
|
||
|
||
if (!(thing->flags & MF_NOBLOCKMAP))
|
||
{
|
||
/* inert things don't need to be in blockmap
|
||
*
|
||
* killough 8/11/98: simpler scheme using pointers-to-pointers for prev
|
||
* pointers, allows head node pointers to be treated like everything else
|
||
*
|
||
* Also more robust, since it doesn't depend on current position for
|
||
* unlinking. Old method required computing head node based on position
|
||
* at time of unlinking, assuming it was the same position as during
|
||
* linking.
|
||
*/
|
||
|
||
mobj_t *bnext, **bprev = thing->bprev;
|
||
if (bprev && (*bprev = bnext = thing->bnext) != NULL) // unlink from block map
|
||
bnext->bprev = bprev;
|
||
}
|
||
}
|
||
|
||
void P_UnsetPrecipThingPosition(precipmobj_t *thing)
|
||
{
|
||
precipmobj_t **sprev = thing->sprev;
|
||
precipmobj_t *snext = thing->snext;
|
||
if ((*sprev = snext) != NULL) // unlink from sector list
|
||
snext->sprev = sprev;
|
||
|
||
precipsector_list = thing->touching_sectorlist;
|
||
thing->touching_sectorlist = NULL; //to be restored by P_SetPrecipThingPosition
|
||
}
|
||
|
||
//
|
||
// 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)
|
||
{ // link into subsector
|
||
subsector_t *ss;
|
||
sector_t *oldsec = NULL;
|
||
|
||
I_Assert(thing != NULL);
|
||
I_Assert(!P_MobjWasRemoved(thing));
|
||
|
||
if (thing->player && thing->z <= thing->floorz && thing->subsector)
|
||
oldsec = thing->subsector->sector;
|
||
|
||
ss = thing->subsector = R_PointInSubsector(thing->x, thing->y);
|
||
|
||
if (!(thing->flags & MF_NOSECTOR))
|
||
{
|
||
// invisible things don't go into the sector links
|
||
|
||
// killough 8/11/98: simpler scheme using pointer-to-pointer prev
|
||
// pointers, allows head nodes to be treated like everything else
|
||
|
||
mobj_t **link = &ss->sector->thinglist;
|
||
mobj_t *snext = *link;
|
||
if ((thing->snext = snext) != NULL)
|
||
snext->sprev = &thing->snext;
|
||
thing->sprev = link;
|
||
*link = thing;
|
||
|
||
// phares 3/16/98
|
||
//
|
||
// If sector_list isn't NULL, it has a collection of sector
|
||
// nodes that were just removed from this Thing.
|
||
|
||
// Collect the sectors the object will live in by looking at
|
||
// the existing sector_list and adding new nodes and deleting
|
||
// obsolete ones.
|
||
|
||
// When a node is deleted, its sector links (the links starting
|
||
// at sector_t->touching_thinglist) are broken. When a node is
|
||
// added, new sector links are created.
|
||
|
||
P_CreateSecNodeList(thing,thing->x,thing->y);
|
||
thing->touching_sectorlist = sector_list; // Attach to Thing's mobj_t
|
||
sector_list = NULL; // clear for next time
|
||
}
|
||
|
||
// link into blockmap
|
||
if (!(thing->flags & MF_NOBLOCKMAP))
|
||
{
|
||
// inert things don't need to be in blockmap
|
||
const INT32 blockx = (unsigned)(thing->x - bmaporgx)>>MAPBLOCKSHIFT;
|
||
const INT32 blocky = (unsigned)(thing->y - bmaporgy)>>MAPBLOCKSHIFT;
|
||
if (blockx >= 0 && blockx < bmapwidth
|
||
&& blocky >= 0 && blocky < bmapheight)
|
||
{
|
||
// killough 8/11/98: simpler scheme using
|
||
// pointer-to-pointer prev pointers --
|
||
// allows head nodes to be treated like everything else
|
||
|
||
mobj_t **link = &blocklinks[blocky*bmapwidth + blockx];
|
||
mobj_t *bnext = *link;
|
||
if ((thing->bnext = bnext) != NULL)
|
||
bnext->bprev = &thing->bnext;
|
||
thing->bprev = link;
|
||
*link = thing;
|
||
}
|
||
else // thing is off the map
|
||
thing->bnext = NULL, thing->bprev = NULL;
|
||
}
|
||
|
||
// Allows you to 'step' on a new linedef exec when the previous
|
||
// sector's floor is the same height.
|
||
if (thing->player && oldsec != NULL && thing->subsector
|
||
&& oldsec != thing->subsector->sector
|
||
&& thing->z <= thing->subsector->sector->floorheight)
|
||
{
|
||
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
|
||
}
|
||
}
|
||
|
||
//
|
||
// P_SetUnderlayPosition
|
||
// Links a thing into a subsector at the other end of the stack,
|
||
// so it appears behind all other sprites in that subsector.
|
||
// Sets thing->subsector properly
|
||
//
|
||
void P_SetUnderlayPosition(mobj_t *thing)
|
||
{ // link into subsector
|
||
subsector_t *ss;
|
||
mobj_t **link, *lend;
|
||
I_Assert(thing);
|
||
|
||
ss = thing->subsector = R_PointInSubsector(thing->x, thing->y);
|
||
link = &ss->sector->thinglist;
|
||
for (lend = *link; lend && lend->snext; lend = lend->snext)
|
||
;
|
||
thing->snext = NULL;
|
||
if (!lend)
|
||
{
|
||
thing->sprev = link;
|
||
*link = thing;
|
||
}
|
||
else
|
||
{
|
||
thing->sprev = &lend->snext;
|
||
lend->snext = thing;
|
||
}
|
||
|
||
P_CreateSecNodeList(thing,thing->x,thing->y);
|
||
thing->touching_sectorlist = sector_list; // Attach to Thing's mobj_t
|
||
sector_list = NULL; // clear for next time
|
||
}
|
||
|
||
void P_SetPrecipitationThingPosition(precipmobj_t *thing)
|
||
{
|
||
subsector_t *ss = thing->subsector = R_PointInSubsector(thing->x, thing->y);
|
||
|
||
precipmobj_t **link = &ss->sector->preciplist;
|
||
precipmobj_t *snext = *link;
|
||
if ((thing->snext = snext) != NULL)
|
||
snext->sprev = &thing->snext;
|
||
thing->sprev = link;
|
||
*link = thing;
|
||
|
||
P_CreatePrecipSecNodeList(thing, thing->x, thing->y);
|
||
thing->touching_sectorlist = precipsector_list; // Attach to Thing's precipmobj_t
|
||
precipsector_list = NULL; // clear for next time
|
||
}
|
||
|
||
//
|
||
// BLOCK MAP ITERATORS
|
||
// For each line/thing in the given mapblock,
|
||
// call the passed PIT_* 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(INT32 x, INT32 y, boolean (*func)(line_t *))
|
||
{
|
||
INT32 offset;
|
||
const INT32 *list; // Big blockmap
|
||
#ifdef POLYOBJECTS
|
||
polymaplink_t *plink; // haleyjd 02/22/06
|
||
#endif
|
||
line_t *ld;
|
||
|
||
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
|
||
return true;
|
||
|
||
offset = y*bmapwidth + x;
|
||
|
||
#ifdef POLYOBJECTS
|
||
// haleyjd 02/22/06: consider polyobject lines
|
||
plink = polyblocklinks[offset];
|
||
|
||
while (plink)
|
||
{
|
||
polyobj_t *po = plink->po;
|
||
|
||
if (po->validcount != validcount) // if polyobj hasn't been checked
|
||
{
|
||
size_t i;
|
||
po->validcount = validcount;
|
||
|
||
for (i = 0; i < po->numLines; ++i)
|
||
{
|
||
if (po->lines[i]->validcount == validcount) // line has been checked
|
||
continue;
|
||
po->lines[i]->validcount = validcount;
|
||
if (!func(po->lines[i]))
|
||
return false;
|
||
}
|
||
}
|
||
plink = (polymaplink_t *)(plink->link.next);
|
||
}
|
||
#endif
|
||
|
||
offset = *(blockmap + offset); // offset = blockmap[y*bmapwidth+x];
|
||
|
||
// First index is really empty, so +1 it.
|
||
for (list = blockmaplump + offset + 1; *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(INT32 x, INT32 y, boolean (*func)(mobj_t *))
|
||
{
|
||
mobj_t *mobj, *bnext = NULL;
|
||
|
||
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
|
||
return true;
|
||
|
||
// Check interaction with the objects in the blockmap.
|
||
for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = bnext)
|
||
{
|
||
P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed!
|
||
if (!func(mobj))
|
||
return false;
|
||
if (P_MobjWasRemoved(tmthing) // func just popped our tmthing, cannot continue.
|
||
|| (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue.
|
||
{
|
||
P_SetTarget(&bnext, NULL);
|
||
return true;
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//
|
||
// INTERCEPT ROUTINES
|
||
//
|
||
|
||
//SoM: 4/6/2000: Limit removal
|
||
static intercept_t *intercepts = NULL;
|
||
static intercept_t *intercept_p = NULL;
|
||
|
||
divline_t trace;
|
||
static boolean earlyout;
|
||
|
||
//SoM: 4/6/2000: Remove limit on intercepts.
|
||
static void P_CheckIntercepts(void)
|
||
{
|
||
static size_t max_intercepts = 0;
|
||
size_t count = intercept_p - intercepts;
|
||
|
||
if (max_intercepts <= count)
|
||
{
|
||
if (!max_intercepts)
|
||
max_intercepts = 128;
|
||
else
|
||
max_intercepts *= 2;
|
||
|
||
intercepts = Z_Realloc(intercepts, sizeof (*intercepts) * max_intercepts, PU_STATIC, NULL);
|
||
|
||
intercept_p = intercepts + count;
|
||
}
|
||
}
|
||
|
||
//
|
||
// 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)
|
||
{
|
||
INT32 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)
|
||
{
|
||
// Hurdler: crash here with phobia when you shoot
|
||
// on the door next the stone bridge
|
||
// stack overflow???
|
||
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 take an early out of the check.
|
||
if (earlyout && frac < FRACUNIT && !ld->backsector)
|
||
return false; // stop checking
|
||
|
||
P_CheckIntercepts();
|
||
|
||
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 px1, py1, px2, py2, frac;
|
||
INT32 s1, s2;
|
||
boolean tracepositive;
|
||
divline_t dl;
|
||
|
||
tracepositive = (trace.dx ^ trace.dy) > 0;
|
||
|
||
// check a corner to corner crossection for hit
|
||
if (tracepositive)
|
||
{
|
||
px1 = thing->x - thing->radius;
|
||
py1 = thing->y + thing->radius;
|
||
|
||
px2 = thing->x + thing->radius;
|
||
py2 = thing->y - thing->radius;
|
||
}
|
||
else
|
||
{
|
||
px1 = thing->x - thing->radius;
|
||
py1 = thing->y - thing->radius;
|
||
|
||
px2 = thing->x + thing->radius;
|
||
py2 = thing->y + thing->radius;
|
||
}
|
||
|
||
s1 = P_PointOnDivlineSide(px1, py1, &trace);
|
||
s2 = P_PointOnDivlineSide(px2, py2, &trace);
|
||
|
||
if (s1 == s2)
|
||
return true; // Line isn't crossed.
|
||
|
||
dl.x = px1;
|
||
dl.y = py1;
|
||
dl.dx = px2 - px1;
|
||
dl.dy = py2 - py1;
|
||
|
||
frac = P_InterceptVector(&trace, &dl);
|
||
|
||
if (frac < 0)
|
||
return true; // Behind source.
|
||
|
||
P_CheckIntercepts();
|
||
|
||
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.
|
||
//
|
||
static boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac)
|
||
{
|
||
size_t count;
|
||
fixed_t dist;
|
||
intercept_t *scan, *in = NULL;
|
||
|
||
count = intercept_p - intercepts;
|
||
|
||
while (count--)
|
||
{
|
||
dist = INT32_MAX;
|
||
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 (!func(in))
|
||
return false; // Don't bother going farther.
|
||
|
||
in->frac = INT32_MAX;
|
||
}
|
||
|
||
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 px1, fixed_t py1, fixed_t px2, fixed_t py2,
|
||
INT32 flags, traverser_t trav)
|
||
{
|
||
fixed_t xt1, yt1, xt2, yt2;
|
||
fixed_t xstep, ystep, partial, xintercept, yintercept;
|
||
INT32 mapx, mapy, mapxstep, mapystep, count;
|
||
|
||
earlyout = flags & PT_EARLYOUT;
|
||
|
||
validcount++;
|
||
intercept_p = intercepts;
|
||
|
||
if (((px1 - bmaporgx) & (MAPBLOCKSIZE-1)) == 0)
|
||
px1 += FRACUNIT; // Don't side exactly on a line.
|
||
|
||
if (((py1 - bmaporgy) & (MAPBLOCKSIZE-1)) == 0)
|
||
py1 += FRACUNIT; // Don't side exactly on a line.
|
||
|
||
trace.x = px1;
|
||
trace.y = py1;
|
||
trace.dx = px2 - px1;
|
||
trace.dy = py2 - py1;
|
||
|
||
px1 -= bmaporgx;
|
||
py1 -= bmaporgy;
|
||
xt1 = (unsigned)px1>>MAPBLOCKSHIFT;
|
||
yt1 = (unsigned)py1>>MAPBLOCKSHIFT;
|
||
|
||
px2 -= bmaporgx;
|
||
py2 -= bmaporgy;
|
||
xt2 = (unsigned)px2>>MAPBLOCKSHIFT;
|
||
yt2 = (unsigned)py2>>MAPBLOCKSHIFT;
|
||
|
||
if (xt2 > xt1)
|
||
{
|
||
mapxstep = 1;
|
||
partial = FRACUNIT - ((px1>>MAPBTOFRAC) & FRACMASK);
|
||
ystep = FixedDiv(py2 - py1, abs(px2 - px1));
|
||
}
|
||
else if (xt2 < xt1)
|
||
{
|
||
mapxstep = -1;
|
||
partial = (px1>>MAPBTOFRAC) & FRACMASK;
|
||
ystep = FixedDiv(py2 - py1, abs(px2 - px1));
|
||
}
|
||
else
|
||
{
|
||
mapxstep = 0;
|
||
partial = FRACUNIT;
|
||
ystep = 256*FRACUNIT;
|
||
}
|
||
|
||
yintercept = (py1>>MAPBTOFRAC) + FixedMul(partial, ystep);
|
||
|
||
if (yt2 > yt1)
|
||
{
|
||
mapystep = 1;
|
||
partial = FRACUNIT - ((py1>>MAPBTOFRAC) & FRACMASK);
|
||
xstep = FixedDiv(px2 - px1, abs(py2 - py1));
|
||
}
|
||
else if (yt2 < yt1)
|
||
{
|
||
mapystep = -1;
|
||
partial = (py1>>MAPBTOFRAC) & FRACMASK;
|
||
xstep = FixedDiv(px2 - px1, abs(py2 - py1));
|
||
}
|
||
else
|
||
{
|
||
mapystep = 0;
|
||
partial = FRACUNIT;
|
||
xstep = 256*FRACUNIT;
|
||
}
|
||
xintercept = (px1>>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);
|
||
}
|
||
|
||
|
||
// =========================================================================
|
||
// BLOCKMAP ITERATORS
|
||
// =========================================================================
|
||
|
||
// blockmap iterator for all sorts of use
|
||
// your routine must return FALSE to exit the loop earlier
|
||
// returns FALSE if the loop exited early after a false return
|
||
// value from your user function
|
||
|
||
//abandoned, maybe I'll need it someday..
|
||
/*
|
||
boolean P_RadiusLinesCheck(fixed_t radius, fixed_t x, fixed_t y,
|
||
boolean (*func)(line_t *))
|
||
{
|
||
INT32 xl, xh, yl, yh;
|
||
INT32 bx, by;
|
||
|
||
tmbbox[BOXTOP] = y + radius;
|
||
tmbbox[BOXBOTTOM] = y - radius;
|
||
tmbbox[BOXRIGHT] = x + radius;
|
||
tmbbox[BOXLEFT] = x - radius;
|
||
|
||
// check lines
|
||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||
|
||
for (bx = xl; bx <= xh; bx++)
|
||
for (by = yl; by <= yh; by++)
|
||
if (!P_BlockLinesIterator(bx, by, func))
|
||
return false;
|
||
return true;
|
||
}
|
||
*/
|