- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.

- Rewrote BlockThingsIterator code not to use callbacks anymore.


SVN r888 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-07 21:14:28 +00:00
parent ebd17de30a
commit 0b26377624
7 changed files with 730 additions and 989 deletions

View file

@ -1,3 +1,7 @@
April 7, 2008 (Changes by Graf Zahl)
- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
- Rewrote BlockThingsIterator code not to use callbacks anymore.
April 6, 2008 (Changes by Graf Zahl) April 6, 2008 (Changes by Graf Zahl)
- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that. P_FindFloorCeiling never did that.

View file

@ -35,58 +35,6 @@ void A_ThrustLower (AActor *);
void A_ThrustBlock (AActor *); void A_ThrustBlock (AActor *);
void A_ThrustImpale (AActor *); void A_ThrustImpale (AActor *);
AActor *tsthing;
bool PIT_ThrustStompThing (AActor *thing)
{
fixed_t blockdist;
if (!(thing->flags & MF_SHOOTABLE) )
return true;
blockdist = thing->radius + tsthing->radius;
if ( abs(thing->x - tsthing->x) >= blockdist ||
abs(thing->y - tsthing->y) >= blockdist ||
(thing->z > tsthing->z+tsthing->height) )
return true; // didn't hit it
if (thing == tsthing)
return true; // don't clip against self
P_DamageMobj (thing, tsthing, tsthing, 10001, NAME_Crush);
P_TraceBleed (10001, thing);
tsthing->args[1] = 1; // Mark thrust thing as bloody
return true;
}
void P_ThrustSpike (AActor *actor)
{
static TArray<AActor *> spikebt;
int xl,xh,yl,yh,bx,by;
int x0,x2,y0,y2;
tsthing = actor;
x0 = actor->x - actor->radius;
x2 = actor->x + actor->radius;
y0 = actor->y - actor->radius;
y2 = actor->y + actor->radius;
xl = (x0 - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (x2 - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (y0 - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (y2 - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
spikebt.Clear();
// stomp on any things contacted
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockThingsIterator (bx, by, PIT_ThrustStompThing, spikebt);
}
// AThrustFloor is just a container for all the spike states. // AThrustFloor is just a container for all the spike states.
// All the real spikes subclass it. // All the real spikes subclass it.
@ -313,7 +261,19 @@ void A_ThrustBlock (AActor *actor)
void A_ThrustImpale (AActor *actor) void A_ThrustImpale (AActor *actor)
{ {
// Impale all shootables in radius AActor *thing;
P_ThrustSpike (actor); FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
while ((thing = it.Next()))
{
if (!(thing->flags & MF_SHOOTABLE) )
continue;
if (thing == actor)
continue; // don't clip against self
P_DamageMobj (thing, actor, actor, 10001, NAME_Crush);
P_TraceBleed (10001, thing);
actor->args[1] = 1; // Mark thrust thing as bloody
}
} }

View file

@ -2076,64 +2076,6 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
} }
//==========================================================================
//
// PIT_VileCheck
//
//==========================================================================
static AActor *corpsehit;
static AActor *vileobj;
static fixed_t viletryx;
static fixed_t viletryy;
static FState *raisestate;
static bool PIT_VileCheck (AActor *thing)
{
int maxdist;
bool check;
if (!(thing->flags & MF_CORPSE) )
return true; // not a monster
if (thing->tics != -1)
return true; // not lying still yet
raisestate = thing->FindState(NAME_Raise);
if (raisestate == NULL)
return true; // monster doesn't have a raise state
// This may be a potential problem if this is used by something other
// than an Arch Vile.
//maxdist = thing->GetDefault()->radius + GetDefault<AArchvile>()->radius;
// use the current actor's radius instead of the Arch Vile's default.
maxdist = thing->GetDefault()->radius + vileobj->radius;
if ( abs(thing->x - viletryx) > maxdist
|| abs(thing->y - viletryy) > maxdist )
return true; // not actually touching
corpsehit = thing;
corpsehit->momx = corpsehit->momy = 0;
// [RH] Check against real height and radius
fixed_t oldheight = corpsehit->height;
fixed_t oldradius = corpsehit->radius;
int oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;
check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
corpsehit->flags = oldflags;
corpsehit->radius = oldradius;
corpsehit->height = oldheight;
return !check;
}
//========================================================================== //==========================================================================
// //
// P_CheckForResurrection (formerly part of A_VileChase) // P_CheckForResurrection (formerly part of A_VileChase)
@ -2143,101 +2085,113 @@ static bool PIT_VileCheck (AActor *thing)
static bool P_CheckForResurrection(AActor *self, bool usevilestates) static bool P_CheckForResurrection(AActor *self, bool usevilestates)
{ {
static TArray<AActor *> vilebt;
int xl, xh, yl, yh;
int bx, by;
const AActor *info; const AActor *info;
AActor *temp; AActor *temp;
if (self->movedir != DI_NODIR) if (self->movedir != DI_NODIR)
{ {
const fixed_t absSpeed = abs (self->Speed); const fixed_t absSpeed = abs (self->Speed);
fixed_t viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
fixed_t viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
AActor *corpsehit;
FState *raisestate;
// check for corpses to raise FBlockThingsIterator it(FBoundingBox(viletryx, viletryy, 32*FRACUNIT));
viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]); while ((corpsehit = it.Next()))
viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
vileobj = self;
validcount++;
vilebt.Clear();
for (bx = xl; bx <= xh; bx++)
{ {
for (by = yl; by <= yh; by++) if (!(corpsehit->flags & MF_CORPSE) )
continue; // not a monster
if (corpsehit->tics != -1)
continue; // not lying still yet
raisestate = corpsehit->FindState(NAME_Raise);
if (raisestate == NULL)
continue; // monster doesn't have a raise state
// use the current actor's radius instead of the Arch Vile's default.
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
maxdist = corpsehit-> GetDefault()->radius + self->radius;
if ( abs(corpsehit-> x - viletryx) > maxdist ||
abs(corpsehit-> y - viletryy) > maxdist )
continue; // not actually touching
corpsehit->momx = corpsehit->momy = 0;
// [RH] Check against real height and radius
fixed_t oldheight = corpsehit->height;
fixed_t oldradius = corpsehit->radius;
int oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;
bool check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
corpsehit->flags = oldflags;
corpsehit->radius = oldradius;
corpsehit->height = oldheight;
if (!check) continue;
// got one!
temp = self->target;
self->target = corpsehit;
A_FaceTarget (self);
if (self->flags & MF_FRIENDLY)
{ {
// Call PIT_VileCheck to check // If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
// whether object is a corpse // and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
// that can be raised. if (self->lastenemy == temp) self->lastenemy = NULL;
if (!P_BlockThingsIterator (bx, by, PIT_VileCheck, vilebt)) if (self->lastenemy == corpsehit) self->lastenemy = NULL;
if (temp == self->target) temp = NULL;
}
self->target = temp;
// Make the state the monster enters customizable.
FState * state = self->FindState(NAME_Heal);
if (state != NULL)
{
self->SetState (state);
}
else if (usevilestates)
{
// For Dehacked compatibility this has to use the Arch Vile's
// heal state as a default if the actor doesn't define one itself.
const PClass *archvile = PClass::FindClass("Archvile");
if (archvile != NULL)
{ {
// got one! self->SetState (archvile->ActorInfo->FindState(NAME_Heal));
temp = self->target;
self->target = corpsehit;
A_FaceTarget (self);
if (self->flags & MF_FRIENDLY)
{
// If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
// and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
if (self->lastenemy == temp) self->lastenemy = NULL;
if (temp == self->target) temp = NULL;
}
self->target = temp;
// Make the state the monster enters customizable.
FState * state = self->FindState(NAME_Heal);
if (state != NULL)
{
self->SetState (state);
}
else if (usevilestates)
{
// For Dehacked compatibility this has to use the Arch Vile's
// heal state as a default if the actor doesn't define one itself.
const PClass *archvile = PClass::FindClass("Archvile");
if (archvile != NULL)
{
self->SetState (archvile->ActorInfo->FindState(NAME_Heal));
}
}
S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
info = corpsehit->GetDefault ();
corpsehit->SetState (raisestate);
corpsehit->height = info->height; // [RH] Use real mobj height
corpsehit->radius = info->radius; // [RH] Use real radius
/*
// Make raised corpses look ghostly
if (corpsehit->alpha > TRANSLUC50)
corpsehit->alpha /= 2;
*/
corpsehit->flags = info->flags;
corpsehit->flags2 = info->flags2;
corpsehit->flags3 = info->flags3;
corpsehit->flags4 = info->flags4;
corpsehit->health = info->health;
corpsehit->target = NULL;
corpsehit->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (corpsehit->CountsAsKill())
{
level.total_monsters++;
}
// You are the Archvile's minion now, so hate what it hates
corpsehit->CopyFriendliness (self, false);
return true;
} }
} }
S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
info = corpsehit->GetDefault ();
corpsehit->SetState (raisestate);
corpsehit->height = info->height; // [RH] Use real mobj height
corpsehit->radius = info->radius; // [RH] Use real radius
/*
// Make raised corpses look ghostly
if (corpsehit->alpha > TRANSLUC50)
corpsehit->alpha /= 2;
*/
corpsehit->flags = info->flags;
corpsehit->flags2 = info->flags2;
corpsehit->flags3 = info->flags3;
corpsehit->flags4 = info->flags4;
corpsehit->health = info->health;
corpsehit->target = NULL;
corpsehit->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (corpsehit->CountsAsKill())
{
level.total_monsters++;
}
// You are the Archvile's minion now, so hate what it hates
corpsehit->CopyFriendliness (self, false);
return true;
} }
} }
return false; return false;

View file

@ -255,12 +255,48 @@ public:
void Reset() { StartBlock(minx, miny); } void Reset() { StartBlock(minx, miny); }
}; };
bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *> &checkarray, AActor *start=NULL); class FBlockThingsIterator
{
typedef TArray<AActor *> BTChecked;
static TDeletingArray< BTChecked* > FreeBTChecked;
int minx, maxx;
int miny, maxy;
int curx, cury;
bool dontfreecheck;
BTChecked *checkarray;
FBlockNode *block;
static BTChecked *GetCheckArray();
void FreeCheckArray();
void StartBlock(int x, int y);
public:
FBlockThingsIterator(int minx, int miny, int maxx, int maxy, TArray<AActor *> *check = NULL);
FBlockThingsIterator(const FBoundingBox &box);
~FBlockThingsIterator()
{
if (!dontfreecheck) FreeCheckArray();
}
AActor *Next();
void Reset() { StartBlock(minx, miny); }
};
class FRadiusThingsIterator : public FBlockThingsIterator
{
fixed_t X, Y, Radius;
public:
FRadiusThingsIterator(fixed_t x, fixed_t y, fixed_t radius);
AActor *Next();
};
#define PT_ADDLINES 1 #define PT_ADDLINES 1
#define PT_ADDTHINGS 2 #define PT_ADDTHINGS 2
#define PT_EARLYOUT 4
extern divline_t trace; extern divline_t trace;

File diff suppressed because it is too large Load diff

View file

@ -676,9 +676,11 @@ void FBlockNode::Release ()
// //
//===========================================================================
// //
// FBlockLinesIterator // FBlockLinesIterator
// //
//===========================================================================
extern polyblock_t **PolyBlockMap; extern polyblock_t **PolyBlockMap;
FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount) FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount)
@ -702,12 +704,18 @@ FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
} }
//===========================================================================
//
// FBlockLinesIterator :: StartBlock
//
//===========================================================================
void FBlockLinesIterator::StartBlock(int x, int y) void FBlockLinesIterator::StartBlock(int x, int y)
{ {
curx = x;
cury = y;
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight) if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
{ {
curx = x;
cury = y;
int offset = y*bmapwidth + x; int offset = y*bmapwidth + x;
polyLink = PolyBlockMap? PolyBlockMap[offset] : NULL; polyLink = PolyBlockMap? PolyBlockMap[offset] : NULL;
polyIndex = 0; polyIndex = 0;
@ -725,6 +733,12 @@ void FBlockLinesIterator::StartBlock(int x, int y)
} }
} }
//===========================================================================
//
// FBlockLinesIterator :: Next
//
//===========================================================================
line_t *FBlockLinesIterator::Next() line_t *FBlockLinesIterator::Next()
{ {
while (true) while (true)
@ -792,67 +806,165 @@ line_t *FBlockLinesIterator::Next()
} }
} }
//===========================================================================
// //
// P_BlockThingsIterator // FBlockThingsIterator :: GetCheckArray
// //
//===========================================================================
bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *> &checkarray, AActor *actor) TDeletingArray< FBlockThingsIterator::BTChecked* > FBlockThingsIterator::FreeBTChecked;
FBlockThingsIterator::BTChecked *FBlockThingsIterator::GetCheckArray()
{ {
if ((unsigned int)x >= (unsigned int)bmapwidth || if (FreeBTChecked.Size() != 0)
(unsigned int)y >= (unsigned int)bmapheight)
{ {
return true; BTChecked *ret;
FreeBTChecked.Pop(ret);
ret->Clear();
return ret;
}
return new BTChecked();
}
//===========================================================================
//
// FBlockThingsIterator :: FreeCheckArray
//
//===========================================================================
void FBlockThingsIterator::FreeCheckArray()
{
FreeBTChecked.Push(checkarray);
}
//===========================================================================
//
// FBlockThingsIterator :: FBlockThingsIterator
//
//===========================================================================
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy, TArray<AActor *> *Check)
{
if (Check != NULL)
{
checkarray = Check;
dontfreecheck = true;
} }
else else
{ {
FBlockNode *block; checkarray = GetCheckArray();
int index = y*bmapwidth + x; }
minx = _minx;
maxx = _maxx;
miny = _miny;
maxy = _maxy;
Reset();
}
if (actor == NULL) FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
{ {
block = blocklinks[index]; checkarray = GetCheckArray();
} maxy = (box.Top() - bmaporgy) >> MAPBLOCKSHIFT;
else miny = (box.Bottom() - bmaporgy) >> MAPBLOCKSHIFT;
{ maxx = (box.Right() - bmaporgx) >> MAPBLOCKSHIFT;
block = actor->BlockNode; minx = (box.Left() - bmaporgx) >> MAPBLOCKSHIFT;
while (block != NULL && block->BlockIndex != index) Reset();
{ }
block = block->NextBlock;
} //===========================================================================
if (block != NULL) //
{ // FBlockThingsIterator :: StartBlock
block = block->NextActor; //
} //===========================================================================
}
void FBlockThingsIterator::StartBlock(int x, int y)
{
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
{
curx = x;
cury = y;
block = blocklinks[y*bmapwidth + x];
}
else
{
// invalid block
block = NULL;
}
}
//===========================================================================
//
// FBlockThingsIterator :: Next
//
//===========================================================================
AActor *FBlockThingsIterator::Next()
{
while (true)
{
while (block != NULL) while (block != NULL)
{ {
FBlockNode *next = block->NextActor; AActor *me = block->Me;
int i; int i;
block = block->NextActor;
// Don't recheck things that were already checked // Don't recheck things that were already checked
for (i = (int)checkarray.Size() - 1; i >= 0; --i) for (i = (int)checkarray->Size() - 1; i >= 0; --i)
{ {
if (checkarray[i] == block->Me) if ((*checkarray)[i] == me)
{ {
break; break;
} }
} }
if (i < 0) if (i < 0)
{ {
checkarray.Push (block->Me); checkarray->Push (me);
if (!func (block->Me)) return me;
{
return false;
}
} }
block = next;
} }
if (++curx > maxx)
{
curx = minx;
if (++cury > maxy) return NULL;
}
StartBlock(curx, cury);
} }
return true;
} }
//===========================================================================
//
// FRadiusThingsIterator :: Next
//
//===========================================================================
FRadiusThingsIterator::FRadiusThingsIterator(fixed_t x, fixed_t y, fixed_t radius)
: FBlockThingsIterator(FBoundingBox(x, y, radius))
{
X = x;
Y = y;
Radius = radius;
}
//===========================================================================
//
// FRadiusThingsIterator :: Next
//
//===========================================================================
AActor *FRadiusThingsIterator::Next()
{
AActor *actor;
while ((actor = FBlockThingsIterator::Next()))
{
fixed_t blockdist = actor->radius + Radius;
if ( abs(actor->x - X) < blockdist && abs(actor->y - Y) < blockdist)
return actor;
}
return NULL;
}
// //
// INTERCEPT ROUTINES // INTERCEPT ROUTINES
@ -860,7 +972,6 @@ bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *>
TArray<intercept_t> intercepts (128); TArray<intercept_t> intercepts (128);
divline_t trace; divline_t trace;
INTBOOL earlyout;
int ptflags; int ptflags;
// //
@ -871,7 +982,6 @@ int ptflags;
// //
// A line is crossed if its endpoints // A line is crossed if its endpoints
// are on opposite sides of the trace. // are on opposite sides of the trace.
// Returns true if earlyout and a solid line hit.
// //
void P_AddLineIntercepts(int bx, int by) void P_AddLineIntercepts(int bx, int by)
{ {
@ -908,17 +1018,6 @@ void P_AddLineIntercepts(int bx, int by)
if (frac < 0) continue; // behind source if (frac < 0) continue; // behind source
/* unused code
// try to early out the check
if (earlyout
&& frac < FRACUNIT
&& !ld->backsector)
{
return false; // stop checking
}
*/
intercept_t newintercept; intercept_t newintercept;
newintercept.frac = frac; newintercept.frac = frac;
@ -932,89 +1031,91 @@ void P_AddLineIntercepts(int bx, int by)
// //
// PIT_AddThingIntercepts // PIT_AddThingIntercepts
// //
bool PIT_AddThingIntercepts (AActor* thing) void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
{ {
int numfronts = 0; FBlockThingsIterator it(bx, by, bx, by, &checkbt);
divline_t line; AActor *thing;
int i;
// [RH] Don't check a corner to corner crossection for hit. while ((thing = it.Next()))
// Instead, check against the actual bounding box.
// There's probably a smarter way to determine which two sides
// of the thing face the trace than by trying all four sides...
for (i = 0; i < 4; ++i)
{ {
switch (i) int numfronts = 0;
divline_t line;
int i;
// [RH] Don't check a corner to corner crossection for hit.
// Instead, check against the actual bounding box.
// There's probably a smarter way to determine which two sides
// of the thing face the trace than by trying all four sides...
for (i = 0; i < 4; ++i)
{ {
case 0: // Top edge switch (i)
line.x = thing->x + thing->radius;
line.y = thing->y + thing->radius;
line.dx = -thing->radius * 2;
line.dy = 0;
break;
case 1: // Right edge
line.x = thing->x + thing->radius;
line.y = thing->y - thing->radius;
line.dx = 0;
line.dy = thing->radius * 2;
break;
case 2: // Bottom edge
line.x = thing->x - thing->radius;
line.y = thing->y - thing->radius;
line.dx = thing->radius * 2;
line.dy = 0;
break;
case 3: // Left edge
line.x = thing->x - thing->radius;
line.y = thing->y + thing->radius;
line.dx = 0;
line.dy = thing->radius * -2;
break;
}
// Check if this side is facing the trace origin
if (P_PointOnDivlineSide (trace.x, trace.y, &line) == 0)
{
numfronts++;
// If it is, see if the trace crosses it
if (P_PointOnDivlineSide (line.x, line.y, &trace) !=
P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace))
{ {
// It's a hit case 0: // Top edge
fixed_t frac = P_InterceptVector (&trace, &line); line.x = thing->x + thing->radius;
if (frac < 0) line.y = thing->y + thing->radius;
{ // behind source line.dx = -thing->radius * 2;
return true; line.dy = 0;
} break;
intercept_t newintercept; case 1: // Right edge
newintercept.frac = frac; line.x = thing->x + thing->radius;
newintercept.isaline = false; line.y = thing->y - thing->radius;
newintercept.d.thing = thing; line.dx = 0;
intercepts.Push (newintercept); line.dy = thing->radius * 2;
return true; // keep going break;
case 2: // Bottom edge
line.x = thing->x - thing->radius;
line.y = thing->y - thing->radius;
line.dx = thing->radius * 2;
line.dy = 0;
break;
case 3: // Left edge
line.x = thing->x - thing->radius;
line.y = thing->y + thing->radius;
line.dx = 0;
line.dy = thing->radius * -2;
break;
}
// Check if this side is facing the trace origin
if (P_PointOnDivlineSide (trace.x, trace.y, &line) == 0)
{
numfronts++;
// If it is, see if the trace crosses it
if (P_PointOnDivlineSide (line.x, line.y, &trace) !=
P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace))
{
// It's a hit
fixed_t frac = P_InterceptVector (&trace, &line);
if (frac < 0)
{ // behind source
continue;
}
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = false;
newintercept.d.thing = thing;
intercepts.Push (newintercept);
continue;
}
} }
} }
}
// If none of the sides was facing the trace, then the trace // If none of the sides was facing the trace, then the trace
// must have started inside the box, so add it as an intercept. // must have started inside the box, so add it as an intercept.
if (numfronts == 0) if (numfronts == 0)
{ {
intercept_t newintercept; intercept_t newintercept;
newintercept.frac = 0; newintercept.frac = 0;
newintercept.isaline = false; newintercept.isaline = false;
newintercept.d.thing = thing; newintercept.d.thing = thing;
intercepts.Push (newintercept); intercepts.Push (newintercept);
return true; // keep going }
} }
// Didn't hit it
return true;
} }
@ -1093,8 +1194,6 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
int count; int count;
earlyout = flags & PT_EARLYOUT;
validcount++; validcount++;
intercepts.Clear (); intercepts.Clear ();
pathbt.Clear (); pathbt.Clear ();
@ -1197,8 +1296,7 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
if (flags & PT_ADDTHINGS) if (flags & PT_ADDTHINGS)
{ {
if (!P_BlockThingsIterator (mapx, mapy, PIT_AddThingIntercepts, pathbt)) P_AddThingIntercepts(mapx, mapy, pathbt);
return false; // early out
} }
if (mapx == xt2 && mapy == yt2) if (mapx == xt2 && mapy == yt2)
@ -1236,9 +1334,8 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
if (flags & PT_ADDTHINGS) if (flags & PT_ADDTHINGS)
{ {
if (!P_BlockThingsIterator (mapx + mapxstep, mapy, PIT_AddThingIntercepts, pathbt) || P_AddThingIntercepts(mapx + mapxstep, mapy, pathbt);
!P_BlockThingsIterator (mapx, mapy + mapystep, PIT_AddThingIntercepts, pathbt)) P_AddThingIntercepts(mapx, mapy + mapystep, pathbt);
return false; // early out
} }
xintercept += xstep; xintercept += xstep;
yintercept += ystep; yintercept += ystep;
@ -1376,4 +1473,3 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
return NULL; return NULL;
} }

View file

@ -1684,58 +1684,17 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
m_Affectee = affectee; m_Affectee = affectee;
} }
/////////////////////////////
//
// PIT_PushThing determines the angle and magnitude of the effect.
// The object's x and y momentum values are changed.
//
// tmpusher belongs to the point source (MT_PUSH/MT_PULL).
//
DPusher *tmpusher; // pusher structure for blockmap searches
bool PIT_PushThing (AActor *thing)
{
if ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP))
{
int sx = tmpusher->m_X;
int sy = tmpusher->m_Y;
int dist = P_AproxDistance (thing->x - sx,thing->y - sy);
int speed = (tmpusher->m_Magnitude -
((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
// If speed <= 0, you're outside the effective radius. You also have
// to be able to see the push/pull source point.
if ((speed > 0) && (P_CheckSight (thing, tmpusher->m_Source, 1)))
{
angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy);
if (tmpusher->m_Source->IsA (RUNTIME_CLASS(APointPusher)))
pushangle += ANG180; // away
pushangle >>= ANGLETOFINESHIFT;
thing->momx += FixedMul (speed, finecosine[pushangle]);
thing->momy += FixedMul (speed, finesine[pushangle]);
}
}
return true;
}
///////////////////////////// /////////////////////////////
// //
// T_Pusher looks for all objects that are inside the radius of // T_Pusher looks for all objects that are inside the radius of
// the effect. // the effect.
// //
extern fixed_t tmbbox[4];
void DPusher::Tick () void DPusher::Tick ()
{ {
static TArray<AActor *> pushbt;
sector_t *sec; sector_t *sec;
AActor *thing; AActor *thing;
msecnode_t *node; msecnode_t *node;
int xspeed,yspeed; int xspeed,yspeed;
int xl,xh,yl,yh,bx,by;
int radius;
int ht; int ht;
if (!var_pushers) if (!var_pushers)
@ -1773,22 +1732,32 @@ void DPusher::Tick ()
// Seek out all pushable things within the force radius of this // Seek out all pushable things within the force radius of this
// point pusher. Crosses sectors, so use blockmap. // point pusher. Crosses sectors, so use blockmap.
tmpusher = this; // MT_PUSH/MT_PULL point source FBlockThingsIterator it(FBoundingBox(m_X, m_Y, m_Radius));
radius = m_Radius; // where force goes to zero AActor *thing;
tmbbox[BOXTOP] = m_Y + radius;
tmbbox[BOXBOTTOM] = m_Y - radius;
tmbbox[BOXRIGHT] = m_X + radius;
tmbbox[BOXLEFT] = m_X - radius;
pushbt.Clear(); while ((thing = it.Next()))
{
if ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP))
{
int sx = m_X;
int sy = m_Y;
int dist = P_AproxDistance (thing->x - sx,thing->y - sy);
int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; // If speed <= 0, you're outside the effective radius. You also have
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; // to be able to see the push/pull source point.
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; if ((speed > 0) && (P_CheckSight (thing, m_Source, 1)))
for (bx=xl ; bx<=xh ; bx++) {
for (by=yl ; by<=yh ; by++) angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy);
P_BlockThingsIterator (bx, by, PIT_PushThing, pushbt); if (m_Source->IsA (RUNTIME_CLASS(APointPusher)))
pushangle += ANG180; // away
pushangle >>= ANGLETOFINESHIFT;
thing->momx += FixedMul (speed, finecosine[pushangle]);
thing->momy += FixedMul (speed, finesine[pushangle]);
}
}
}
return; return;
} }