- Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using

P_PathTraverse and got rid of a lot of global variables in the process. 

SVN r898 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-09 18:35:21 +00:00
parent a0356a45cd
commit a390ea6a61
10 changed files with 1013 additions and 1006 deletions

View File

@ -1,3 +1,11 @@
April 9, 2008 (Changes by Graf Zahl)
- Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using
P_PathTraverse and got rid of a lot of global variables in the process.
- Simplified the use of the checkarray in FBlockThingsIterator: Since the entire
game runs single threaded there is no need for multiple check arrays if
recursive use occurs. Using the same array with a higher start index is
sufficient if the size is reset after finishing using the iterator.
April 9, 2008 (SBarInfo Update #17)
- Fixed: SBarInfo tried to calculate scaled offsets on unscaled status bars.
- Added: createpopup to SBarInfo. No we don't have custom popups yet. It only

View File

@ -25,98 +25,87 @@
static FRandom pr_botdofire ("BotDoFire");
//Used with Reachable().
static AActor *looker;
static AActor *rtarget;
static bool reachable;
static fixed_t last_z;
static sector_t *last_s;
static fixed_t estimated_dist;
static bool PTR_Reachable (intercept_t *in)
//Checks TRUE reachability from
//one looker to another. First mobj (looker) is looker.
bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
{
fixed_t hitx, hity;
fixed_t frac;
line_t *line;
AActor *thing;
fixed_t dist;
sector_t *s;
if (looker == rtarget)
return false;
frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
dist = FixedMul (frac, MAX_TRAVERSE_DIST);
if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget->x, rtarget->y) -
rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y))
< looker->height) //Where rtarget is, looker can't be.
return false;
hitx = trace.x + FixedMul (looker->momx, frac);
hity = trace.y + FixedMul (looker->momy, frac);
sector_t *last_s = looker->Sector;
fixed_t last_z = last_s->floorplane.ZatPoint (looker->x, looker->y);
fixed_t estimated_dist = P_AproxDistance (looker->x - rtarget->x, looker->y - rtarget->y);
bool reachable = true;
if (in->isaline)
FPathTraverse it(looker->x+looker->momx, looker->y+looker->momy, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
{
line = in->d.line;
fixed_t hitx, hity;
fixed_t frac;
line_t *line;
AActor *thing;
fixed_t dist;
sector_t *s;
if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
{
return (reachable = false); //Cannot continue.
}
else
{
//Determine if going to use backsector/frontsector.
s = (line->backsector == last_s) ? line->frontsector : line->backsector;
fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
dist = FixedMul (frac, MAX_TRAVERSE_DIST);
if (!bglobal.IsDangerous (s) && //Any nukage/lava?
(floorheight <= (last_z+MAXMOVEHEIGHT)
&& ((ceilingheight == floorheight && line->special)
|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
hitx = it.Trace().x + FixedMul (looker->momx, frac);
hity = it.Trace().y + FixedMul (looker->momy, frac);
if (in->isaline)
{
line = in->d.line;
if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
{
last_z = floorheight;
last_s = s;
return true;
return false; //Cannot continue.
}
else
{
return (reachable = false);
//Determine if going to use backsector/frontsector.
s = (line->backsector == last_s) ? line->frontsector : line->backsector;
fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
if (!bglobal.IsDangerous (s) && //Any nukage/lava?
(floorheight <= (last_z+MAXMOVEHEIGHT)
&& ((ceilingheight == floorheight && line->special)
|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
{
last_z = floorheight;
last_s = s;
continue;
}
else
{
return false;
}
}
}
if (dist > estimated_dist)
{
return true;
}
thing = in->d.thing;
if (thing == looker) //Can't reach self in this case.
continue;
if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
{
return true;
}
reachable = false;
}
if (dist > estimated_dist)
{
reachable = true;
return false; //Don't need to continue.
}
thing = in->d.thing;
if (thing == looker) //Can't reach self in this case.
return true;
if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
{
reachable = true;
return false;
}
reachable = false;
return true;
}
//Checks TRUE reachability from
//one actor to another. First mobj (actor) is looker.
bool FCajunMaster::Reachable (AActor *actor, AActor *target)
{
if (actor == target)
return false;
if ((target->Sector->ceilingplane.ZatPoint (target->x, target->y) -
target->Sector->floorplane.ZatPoint (target->x, target->y))
< actor->height) //Where target is, looker can't be.
return false;
looker = actor;
rtarget = target;
last_s = actor->Sector;
last_z = last_s->floorplane.ZatPoint (actor->x, actor->y);
reachable = true;
estimated_dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
P_PathTraverse (actor->x+actor->momx, actor->y+actor->momy, target->x, target->y, PT_ADDLINES|PT_ADDTHINGS, PTR_Reachable);
return reachable;
}

View File

@ -40,12 +40,59 @@ void FBoundingBox::AddToBox (fixed_t x, fixed_t y)
m_Box[BOXTOP] = y;
}
//==========================================================================
//
// FBoundingBox :: BoxOnLineSide
//
// Considers the line to be infinite
// Returns side 0 or 1, -1 if box crosses the line.
//
//==========================================================================
int FBoundingBox::BoxOnLineSide (const line_t *ld) const
{
return P_BoxOnLineSide(m_Box, ld);
int p1;
int p2;
switch (ld->slopetype)
{
case ST_HORIZONTAL:
p1 = m_Box[BOXTOP] > ld->v1->y;
p2 = m_Box[BOXBOTTOM] > ld->v1->y;
if (ld->dx < 0)
{
p1 ^= 1;
p2 ^= 1;
}
break;
case ST_VERTICAL:
p1 = m_Box[BOXRIGHT] < ld->v1->x;
p2 = m_Box[BOXLEFT] < ld->v1->x;
if (ld->dy < 0)
{
p1 ^= 1;
p2 ^= 1;
}
break;
case ST_POSITIVE:
p1 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXTOP], ld);
p2 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXBOTTOM], ld);
break;
case ST_NEGATIVE:
default: // Just to assure GCC that p1 and p2 really do get initialized
p1 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXTOP], ld);
p2 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXBOTTOM], ld);
break;
}
return (p1 == p2) ? p1 : -1;
}

View File

@ -160,6 +160,7 @@ typedef struct
{
fixed_t frac; // along trace line
bool isaline;
bool done;
union {
AActor *thing;
line_t *line;
@ -215,7 +216,6 @@ inline void P_MakeDivline (const line_t *li, divline_t *dl)
}
fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1);
int P_BoxOnLineSide (const fixed_t *tmbox, const line_t *ld);
struct FLineOpening
{
@ -255,10 +255,7 @@ public:
class FBlockThingsIterator
{
typedef TArray<AActor *> BTChecked;
static TDeletingArray< BTChecked* > FreeBTChecked;
static TArray<AActor *> CheckArray;
int minx, maxx;
int miny, maxy;
@ -266,21 +263,24 @@ class FBlockThingsIterator
int curx, cury;
bool dontfreecheck;
BTChecked *checkarray;
int checkindex;
FBlockNode *block;
BTChecked *GetCheckArray();
void FreeCheckArray();
void StartBlock(int x, int y);
// The following 3 functions are only for use in the path traverser
// and therefore declared private.
static int GetCheckIndex();
static void SetCheckIndex(int newvalue);
FBlockThingsIterator(int x, int y, int checkindex);
friend class FPathTraverse;
public:
FBlockThingsIterator(int minx, int miny, int maxx, int maxy, TArray<AActor *> *check = NULL);
FBlockThingsIterator(int minx, int miny, int maxx, int maxy);
FBlockThingsIterator(const FBoundingBox &box);
~FBlockThingsIterator()
{
if (!dontfreecheck) FreeCheckArray();
}
~FBlockThingsIterator();
AActor *Next();
void Reset() { StartBlock(minx, miny); }
};
@ -293,20 +293,31 @@ public:
AActor *Next();
};
class FPathTraverse
{
static TArray<intercept_t> intercepts;
divline_t trace;
unsigned int intercept_index;
unsigned int intercept_count;
fixed_t maxfrac;
unsigned int count;
void AddLineIntercepts(int bx, int by);
void AddThingIntercepts(int bx, int by, int checkindex);
public:
intercept_t *Next();
FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags);
~FPathTraverse();
const divline_t &Trace() const { return trace; }
};
#define PT_ADDLINES 1
#define PT_ADDTHINGS 2
extern divline_t trace;
bool
P_PathTraverse
( fixed_t x1,
fixed_t y1,
fixed_t x2,
fixed_t y2,
int flags,
bool (*trav) (intercept_t *));
AActor *P_BlockmapSearch (AActor *origin, int distance, AActor *(*func)(AActor *, int));
AActor *P_RoughMonsterSearch (AActor *mo, int distance);
@ -385,9 +396,7 @@ bool P_CheckMissileSpawn (AActor *missile);
void P_PlaySpawnSound(AActor *missile, AActor *spawner);
// [RH] Position the chasecam
void P_AimCamera (AActor *t1);
extern fixed_t CameraX, CameraY, CameraZ;
extern sector_t *CameraSector;
void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec);
// [RH] Means of death
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, FName damageType, bool hurtSelf, bool dodamage=true);

File diff suppressed because it is too large Load Diff

View File

@ -59,57 +59,6 @@ fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
}
//==========================================================================
//
// P_BoxOnLineSide
//
// Considers the line to be infinite
// Returns side 0 or 1, -1 if box crosses the line.
//
//==========================================================================
int P_BoxOnLineSide (const fixed_t *tmbox, const line_t *ld)
{
int p1;
int p2;
switch (ld->slopetype)
{
case ST_HORIZONTAL:
p1 = tmbox[BOXTOP] > ld->v1->y;
p2 = tmbox[BOXBOTTOM] > ld->v1->y;
if (ld->dx < 0)
{
p1 ^= 1;
p2 ^= 1;
}
break;
case ST_VERTICAL:
p1 = tmbox[BOXRIGHT] < ld->v1->x;
p2 = tmbox[BOXLEFT] < ld->v1->x;
if (ld->dy < 0)
{
p1 ^= 1;
p2 ^= 1;
}
break;
case ST_POSITIVE:
p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
break;
case ST_NEGATIVE:
default: // Just to assure GCC that p1 and p2 really do get initialized
p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
break;
}
return (p1 == p2) ? p1 : -1;
}
//==========================================================================
//
// P_InterceptVector
@ -264,6 +213,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
// THING POSITION SETTING
//
//==========================================================================
//
// P_UnsetThingPosition
// Unlinks a thing from block map and sectors.
@ -271,6 +221,8 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
// lookups maintaining lists of things inside
// these structures need to be updated.
//
//==========================================================================
void AActor::UnlinkFromWorld ()
{
sector_list = NULL;
@ -326,11 +278,14 @@ void AActor::UnlinkFromWorld ()
}
//==========================================================================
//
// P_SetThingPosition
// Links a thing into both a block and a subsector based on it's x y.
// Sets thing->sector properly
//
//==========================================================================
void AActor::LinkToWorld (bool buggy)
{
// link into subsector
@ -433,12 +388,15 @@ void AActor::LinkToWorld (sector_t *sec)
}
}
//==========================================================================
//
// [RH] LinkToWorldForMapThing
//
// Emulate buggy PointOnLineSide and fix actors that lie on
// lines to compensate for some IWAD maps.
//
//==========================================================================
static int R_PointOnSideSlow (fixed_t x, fixed_t y, node_t *node)
{
// [RH] This might have been faster than two multiplies and an
@ -542,7 +500,6 @@ sector_t *AActor::LinkToWorldForMapThing ()
}
}
#if 1
// Not inside the line's bounding box
if (x + radius <= ldef->bbox[BOXLEFT]
|| x - radius >= ldef->bbox[BOXRIGHT]
@ -586,39 +543,6 @@ sector_t *AActor::LinkToWorldForMapThing ()
y += FixedMul(distance, finesine[finean]);
return P_PointInSector (x, y);
}
#else
if (DMulScale32 (y - ldef->v1->y, ldef->dx, ldef->v1->x - x, ldef->dy) == 0)
{
// It touches the infinite line; now make sure it touches the linedef
SQWORD num, den;
den = (SQWORD)ldef->dx*ldef->dx + (SQWORD)ldef->dy*ldef->dy;
if (den != 0)
{
num = (SQWORD)(x-ldef->v1->x)*ldef->dx+(SQWORD)(y-ldef->v1->y)*ldef->dy;
if (num >= 0 && num <= den)
{
DPrintf ("%s at (%d,%d) lies directly on %s line %d\n",
this->GetClass()->TypeName.GetChars(), x>>FRACBITS, y>>FRACBITS,
ldef->dx == 0? "vertical" : ldef->dy == 0? "horizontal" : "diagonal",
ldef-lines);
angle_t finean = R_PointToAngle2 (0, 0, ldef->dx, ldef->dy);
if (ldef->backsector != NULL && ldef->backsector == ssec->sector)
{
finean += ANGLE_90;
}
else
{
finean -= ANGLE_90;
}
finean >>= ANGLETOFINESHIFT;
x += finecosine[finean]) >> 2;
y += finesine[finean]) >> 2;
break;
}
}
}
#endif
}
}
}
@ -808,34 +732,20 @@ line_t *FBlockLinesIterator::Next()
//===========================================================================
//
// FBlockThingsIterator :: GetCheckArray
// FBlockThingsIterator :: CheckArray
//
//===========================================================================
TDeletingArray< FBlockThingsIterator::BTChecked* > FBlockThingsIterator::FreeBTChecked;
TArray<AActor *> FBlockThingsIterator::CheckArray(32);
FBlockThingsIterator::BTChecked *FBlockThingsIterator::GetCheckArray()
int FBlockThingsIterator::GetCheckIndex()
{
dontfreecheck = false;
if (FreeBTChecked.Size() != 0)
{
BTChecked *ret;
FreeBTChecked.Pop(ret);
ret->Clear();
return ret;
}
return new BTChecked();
return CheckArray.Size();
}
//===========================================================================
//
// FBlockThingsIterator :: FreeCheckArray
//
//===========================================================================
void FBlockThingsIterator::FreeCheckArray()
void FBlockThingsIterator::SetCheckIndex(int newvalue)
{
FreeBTChecked.Push(checkarray);
CheckArray.Resize(newvalue);
}
//===========================================================================
@ -844,17 +754,19 @@ void FBlockThingsIterator::FreeCheckArray()
//
//===========================================================================
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy, TArray<AActor *> *Check)
FBlockThingsIterator::FBlockThingsIterator(int x, int y, int check)
{
if (Check != NULL)
{
checkarray = Check;
dontfreecheck = true;
}
else
{
checkarray = GetCheckArray();
}
checkindex = check;
dontfreecheck = true;
minx = maxx = x;
miny = maxy = y;
Reset();
}
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy)
{
checkindex = CheckArray.Size();
dontfreecheck = false;
minx = _minx;
maxx = _maxx;
miny = _miny;
@ -864,7 +776,8 @@ FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int
FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
{
checkarray = GetCheckArray();
checkindex = CheckArray.Size();
dontfreecheck = false;
maxy = (box.Top() - bmaporgy) >> MAPBLOCKSHIFT;
miny = (box.Bottom() - bmaporgy) >> MAPBLOCKSHIFT;
maxx = (box.Right() - bmaporgx) >> MAPBLOCKSHIFT;
@ -872,6 +785,17 @@ FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
Reset();
}
//===========================================================================
//
// FBlockThingsIterator :: FreeCheckArray
//
//===========================================================================
FBlockThingsIterator::~FBlockThingsIterator()
{
if (!dontfreecheck) CheckArray.Resize(checkindex);
}
//===========================================================================
//
// FBlockThingsIterator :: StartBlock
@ -910,16 +834,16 @@ AActor *FBlockThingsIterator::Next()
block = block->NextActor;
// Don't recheck things that were already checked
for (i = (int)checkarray->Size() - 1; i >= 0; --i)
for (i = (int)CheckArray.Size() - 1; i >= checkindex; --i)
{
if ((*checkarray)[i] == me)
if (CheckArray[i] == me)
{
break;
}
}
if (i < 0)
if (i < checkindex)
{
checkarray->Push (me);
CheckArray.Push (me);
return me;
}
}
@ -967,16 +891,18 @@ AActor *FRadiusThingsIterator::Next()
}
//===========================================================================
//
// INTERCEPT ROUTINES
// FPathTraverse :: Intercepts
//
TArray<intercept_t> intercepts (128);
//===========================================================================
divline_t trace;
int ptflags;
TArray<intercept_t> FPathTraverse::intercepts(128);
//===========================================================================
//
// PIT_AddLineIntercepts.
// FPathTraverse :: AddLineIntercepts.
// Looks for lines in the given block
// that intercept the given trace
// to add to the intercepts list.
@ -984,7 +910,9 @@ int ptflags;
// A line is crossed if its endpoints
// are on opposite sides of the trace.
//
void P_AddLineIntercepts(int bx, int by)
//===========================================================================
void FPathTraverse::AddLineIntercepts(int bx, int by)
{
FBlockLinesIterator it(bx, by, bx, by, true);
line_t *ld;
@ -1023,18 +951,22 @@ void P_AddLineIntercepts(int bx, int by)
newintercept.frac = frac;
newintercept.isaline = true;
newintercept.done = false;
newintercept.d.line = ld;
intercepts.Push (newintercept);
}
}
//===========================================================================
//
// PIT_AddThingIntercepts
// FPathTraverse :: AddThingIntercepts
//
void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
//===========================================================================
void FPathTraverse::AddThingIntercepts (int bx, int by, int checkindex)
{
FBlockThingsIterator it(bx, by, bx, by, &checkbt);
FBlockThingsIterator it(bx, by, checkindex);
AActor *thing;
while ((thing = it.Next()))
@ -1099,6 +1031,7 @@ void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = false;
newintercept.done = false;
newintercept.d.thing = thing;
intercepts.Push (newintercept);
continue;
@ -1113,6 +1046,7 @@ void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
intercept_t newintercept;
newintercept.frac = 0;
newintercept.isaline = false;
newintercept.done = false;
newintercept.d.thing = thing;
intercepts.Push (newintercept);
}
@ -1120,60 +1054,41 @@ void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
}
//===========================================================================
//
// P_TraverseIntercepts
// Returns true if the traverser function returns true
// for all lines.
// FPathTraverse :: Next
//
bool P_TraverseIntercepts (traverser_t func, fixed_t maxfrac)
//===========================================================================
intercept_t *FPathTraverse::Next()
{
unsigned int count;
fixed_t dist;
unsigned int scanpos;
intercept_t *scan;
intercept_t *in = NULL;
count = intercepts.Size ();
while (count--)
fixed_t dist = FIXED_MAX;
for (unsigned scanpos = intercept_index; scanpos < intercepts.Size (); scanpos++)
{
dist = FIXED_MAX;
for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
intercept_t *scan = &intercepts[scanpos];
if (scan->frac < dist && !scan->done)
{
scan = &intercepts[scanpos];
if (scan->frac < dist)
{
dist = scan->frac;
in = scan;
}
dist = scan->frac;
in = scan;
}
if (dist > maxfrac || in == NULL)
return true; // checked everything in range
if (!func (in))
return false; // don't bother going farther
in->frac = FIXED_MAX;
}
return true; // everything was traversed
if (dist > maxfrac || in == NULL) return NULL; // checked everything in range
in->done = true;
return in;
}
//===========================================================================
//
// P_PathTraverse
// FPathTraverse
// 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.
//
bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, bool (*trav) (intercept_t *))
{
static TArray<AActor *> pathbt;
//===========================================================================
FPathTraverse::FPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags)
{
fixed_t xt1;
fixed_t yt1;
fixed_t xt2;
@ -1196,8 +1111,7 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
int count;
validcount++;
intercepts.Clear ();
pathbt.Clear ();
intercept_index = intercepts.Size();
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
x1 += FRACUNIT; // don't side exactly on a line
@ -1288,16 +1202,18 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
mapx = xt1;
mapy = yt1;
// we want to use one list of checked actors for the entire operation
int BTI_CheckIndex = FBlockThingsIterator::GetCheckIndex();
for (count = 0 ; count < 100 ; count++)
{
if (flags & PT_ADDLINES)
{
P_AddLineIntercepts(mapx, mapy);
AddLineIntercepts(mapx, mapy);
}
if (flags & PT_ADDTHINGS)
{
P_AddThingIntercepts(mapx, mapy, pathbt);
AddThingIntercepts(mapx, mapy, BTI_CheckIndex);
}
if (mapx == xt2 && mapy == yt2)
@ -1329,14 +1245,14 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
// be checked.
if (flags & PT_ADDLINES)
{
P_AddLineIntercepts(mapx + mapxstep, mapy);
P_AddLineIntercepts(mapx, mapy + mapystep);
AddLineIntercepts(mapx + mapxstep, mapy);
AddLineIntercepts(mapx, mapy + mapystep);
}
if (flags & PT_ADDTHINGS)
{
P_AddThingIntercepts(mapx + mapxstep, mapy, pathbt);
P_AddThingIntercepts(mapx, mapy + mapystep, pathbt);
AddThingIntercepts(mapx + mapxstep, mapy, BTI_CheckIndex);
AddThingIntercepts(mapx, mapy + mapystep, BTI_CheckIndex);
}
xintercept += xstep;
yintercept += ystep;
@ -1345,10 +1261,16 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
break;
}
}
// go through the sorted list
return P_TraverseIntercepts ( trav, FRACUNIT );
FBlockThingsIterator::SetCheckIndex(BTI_CheckIndex);
maxfrac = FRACUNIT;
}
FPathTraverse::~FPathTraverse()
{
intercepts.Resize(intercept_index);
}
//===========================================================================
//
// P_RoughMonsterSearch
@ -1473,4 +1395,3 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
}
return NULL;
}

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@ -76,7 +76,6 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
extern cycle_t BotSupportCycles;
extern cycle_t BotWTG;
extern fixed_t attackrange;
EXTERN_CVAR (Bool, r_drawfuzz);
EXTERN_CVAR (Int, cl_rockettrails)

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@ -36,6 +36,9 @@ This uses specialized forms of the maputils routines for optimized performance
==============================================================================
*/
static TArray<intercept_t> intercepts (128);
static divline_t trace;
static fixed_t sightzstart; // eye z of looker
static fixed_t topslope, bottomslope; // slopes to top and bottom of target
static int SeePastBlockEverything, SeePastShootableLines;

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@ -36,21 +36,26 @@
#include "p_local.h"
#include "i_system.h"
static fixed_t StartZ;
static fixed_t Vx, Vy, Vz;
static DWORD ActorMask, WallMask;
static AActor *IgnoreThis;
static FTraceResults *Results;
static sector_t *CurSector;
static fixed_t MaxDist;
static fixed_t EnterDist;
static bool (*TraceCallback)(FTraceResults &res);
static DWORD TraceFlags;
struct FTraceInfo
{
fixed_t StartX, StartY, StartZ;
fixed_t Vx, Vy, Vz;
DWORD ActorMask, WallMask;
AActor *IgnoreThis;
FTraceResults *Results;
sector_t *CurSector;
fixed_t MaxDist;
fixed_t EnterDist;
bool (*TraceCallback)(FTraceResults &res);
DWORD TraceFlags;
bool TraceTraverse (int ptflags);
bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
};
static bool PTR_TraceIterator (intercept_t *);
static bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
static bool EditTraceResult (DWORD flags, FTraceResults &res);
bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
DWORD actorMask, DWORD wallMask, AActor *ignore,
@ -58,42 +63,45 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
DWORD flags, bool (*callback)(FTraceResults &res))
{
int ptflags;
FTraceInfo inf;
ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS : PT_ADDLINES;
StartZ = z;
Vx = vx;
Vy = vy;
Vz = vz;
ActorMask = actorMask;
WallMask = wallMask;
IgnoreThis = ignore;
CurSector = sector;
MaxDist = maxDist;
EnterDist = 0;
TraceCallback = callback;
TraceFlags = flags;
inf.StartX = x;
inf.StartY = y;
inf.StartZ = z;
inf.Vx = vx;
inf.Vy = vy;
inf.Vz = vz;
inf.ActorMask = actorMask;
inf.WallMask = wallMask;
inf.IgnoreThis = ignore;
inf.CurSector = sector;
inf.MaxDist = maxDist;
inf.EnterDist = 0;
inf.TraceCallback = callback;
inf.TraceFlags = flags;
res.CrossedWater = NULL;
Results = &res;
inf.Results = &res;
res.HitType = TRACE_HitNone;
if (P_PathTraverse (x, y, x + FixedMul (vx, maxDist), y + FixedMul (vy, maxDist),
ptflags, PTR_TraceIterator))
{ // check for intersection with floor/ceiling
res.Sector = CurSector;
if (CheckSectorPlane (CurSector, true))
if (inf.TraceTraverse (ptflags))
{ // check for intersection with floor/ceiling
res.Sector = inf.CurSector;
if (inf.CheckSectorPlane (inf.CurSector, true))
{
res.HitType = TRACE_HitFloor;
if (res.CrossedWater == NULL &&
CurSector->heightsec != NULL &&
CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z)
inf.CurSector->heightsec != NULL &&
inf.CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z)
{
res.CrossedWater = CurSector;
res.CrossedWater = inf.CurSector;
}
}
else if (CheckSectorPlane (CurSector, false))
else if (inf.CheckSectorPlane (inf.CurSector, false))
{
res.HitType = TRACE_HitCeiling;
}
@ -122,246 +130,253 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
}
}
static bool PTR_TraceIterator (intercept_t *in)
bool FTraceInfo::TraceTraverse (int ptflags)
{
fixed_t hitx, hity, hitz;
fixed_t dist;
FPathTraverse it(StartX, StartY, StartX + FixedMul (Vx, MaxDist), StartY + FixedMul (Vy, MaxDist), ptflags);
intercept_t *in;
if (in->isaline)
while ((in = it.Next()))
{
int lineside;
sector_t *entersector;
fixed_t hitx, hity, hitz;
fixed_t dist;
dist = FixedMul (MaxDist, in->frac);
hitx = trace.x + FixedMul (Vx, dist);
hity = trace.y + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
fixed_t ff, fc, bf = 0, bc = 0;
if (in->d.line->frontsector == CurSector)
if (in->isaline)
{
lineside = 0;
}
else if (in->d.line->backsector == CurSector)
{
lineside = 1;
}
else
{ // Dammit. Why does Doom have to allow non-closed sectors?
if (in->d.line->backsector == NULL)
int lineside;
sector_t *entersector;
dist = FixedMul (MaxDist, in->frac);
hitx = StartX + FixedMul (Vx, dist);
hity = StartY + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
fixed_t ff, fc, bf = 0, bc = 0;
if (in->d.line->frontsector == CurSector)
{
lineside = 0;
CurSector = in->d.line->frontsector;
}
else if (in->d.line->backsector == CurSector)
{
lineside = 1;
}
else
{
lineside = P_PointOnLineSide (trace.x, trace.y, in->d.line);
CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
}
}
if (!(in->d.line->flags & ML_TWOSIDED))
{
entersector = NULL;
}
else
{
entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
// For backwards compatibility: Ignore lines with the same sector on both sides.
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
{
return true;
}
}
ff = CurSector->floorplane.ZatPoint (hitx, hity);
fc = CurSector->ceilingplane.ZatPoint (hitx, hity);
if (entersector != NULL)
{
bf = entersector->floorplane.ZatPoint (hitx, hity);
bc = entersector->ceilingplane.ZatPoint (hitx, hity);
}
if (Results->CrossedWater == NULL &&
CurSector->heightsec &&
!(CurSector->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
//CurSector->heightsec->waterzone &&
hitz <= CurSector->heightsec->floorplane.ZatPoint (hitx, hity))
{
// hit crossed a water plane
Results->CrossedWater = CurSector;
}
if (hitz <= ff)
{ // hit floor in front of wall
Results->HitType = TRACE_HitFloor;
}
else if (hitz >= fc)
{ // hit ceiling in front of wall
Results->HitType = TRACE_HitCeiling;
}
else if (entersector == NULL ||
hitz <= bf || hitz >= bc ||
in->d.line->flags & WallMask)
{ // hit the wall
Results->HitType = TRACE_HitWall;
Results->Tier =
entersector == NULL ? TIER_Middle :
hitz <= bf ? TIER_Lower :
hitz >= bc ? TIER_Upper : TIER_Middle;
if (TraceFlags & TRACE_Impact)
{
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
}
}
else
{ // made it past the wall
Results->HitType = TRACE_HitNone;
if (TraceFlags & TRACE_PCross)
{
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_PCROSS);
}
if (TraceFlags & TRACE_Impact)
{ // This is incorrect for "impact", but Hexen did this, so
// we need to as well, for compatibility
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
}
}
if (Results->HitType != TRACE_HitNone)
{
// We hit something, so figure out where exactly
Results->Sector = CurSector;
if (Results->HitType != TRACE_HitWall &&
!CheckSectorPlane (CurSector, Results->HitType == TRACE_HitFloor))
{ // trace is parallel to the plane (or right on it)
if (entersector == NULL)
{ // Dammit. Why does Doom have to allow non-closed sectors?
if (in->d.line->backsector == NULL)
{
Results->HitType = TRACE_HitWall;
Results->Tier = TIER_Middle;
lineside = 0;
CurSector = in->d.line->frontsector;
}
else
{
if (hitz <= bf || hitz >= bc)
{
Results->HitType = TRACE_HitWall;
Results->Tier =
hitz <= bf ? TIER_Lower :
hitz >= bc ? TIER_Upper : TIER_Middle;
}
else
{
Results->HitType = TRACE_HitNone;
}
lineside = P_PointOnLineSide (StartX, StartY, in->d.line);
CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
}
if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
}
if (!(in->d.line->flags & ML_TWOSIDED))
{
entersector = NULL;
}
else
{
entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
// For backwards compatibility: Ignore lines with the same sector on both sides.
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
{
continue;
}
}
ff = CurSector->floorplane.ZatPoint (hitx, hity);
fc = CurSector->ceilingplane.ZatPoint (hitx, hity);
if (entersector != NULL)
{
bf = entersector->floorplane.ZatPoint (hitx, hity);
bc = entersector->ceilingplane.ZatPoint (hitx, hity);
}
if (Results->CrossedWater == NULL &&
CurSector->heightsec &&
!(CurSector->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
//CurSector->heightsec->waterzone &&
hitz <= CurSector->heightsec->floorplane.ZatPoint (hitx, hity))
{
// hit crossed a water plane
Results->CrossedWater = CurSector;
}
if (hitz <= ff)
{ // hit floor in front of wall
Results->HitType = TRACE_HitFloor;
}
else if (hitz >= fc)
{ // hit ceiling in front of wall
Results->HitType = TRACE_HitCeiling;
}
else if (entersector == NULL ||
hitz <= bf || hitz >= bc ||
in->d.line->flags & WallMask)
{ // hit the wall
Results->HitType = TRACE_HitWall;
Results->Tier =
entersector == NULL ? TIER_Middle :
hitz <= bf ? TIER_Lower :
hitz >= bc ? TIER_Upper : TIER_Middle;
if (TraceFlags & TRACE_Impact)
{
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
}
}
else
{ // made it past the wall
Results->HitType = TRACE_HitNone;
if (TraceFlags & TRACE_PCross)
{
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_PCROSS);
}
if (TraceFlags & TRACE_Impact)
{ // This is incorrect for "impact", but Hexen did this, so
// we need to as well, for compatibility
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
}
}
if (Results->HitType == TRACE_HitWall)
if (Results->HitType != TRACE_HitNone)
{
Results->X = hitx;
Results->Y = hity;
Results->Z = hitz;
Results->Distance = dist;
Results->Fraction = in->frac;
Results->Line = in->d.line;
Results->Side = lineside;
// We hit something, so figure out where exactly
Results->Sector = CurSector;
if (Results->HitType != TRACE_HitWall &&
!CheckSectorPlane (CurSector, Results->HitType == TRACE_HitFloor))
{ // trace is parallel to the plane (or right on it)
if (entersector == NULL)
{
Results->HitType = TRACE_HitWall;
Results->Tier = TIER_Middle;
}
else
{
if (hitz <= bf || hitz >= bc)
{
Results->HitType = TRACE_HitWall;
Results->Tier =
hitz <= bf ? TIER_Lower :
hitz >= bc ? TIER_Upper : TIER_Middle;
}
else
{
Results->HitType = TRACE_HitNone;
}
}
if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
{
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
}
}
if (Results->HitType == TRACE_HitWall)
{
Results->X = hitx;
Results->Y = hity;
Results->Z = hitz;
Results->Distance = dist;
Results->Fraction = in->frac;
Results->Line = in->d.line;
Results->Side = lineside;
}
}
if (Results->HitType == TRACE_HitNone)
{
CurSector = entersector;
EnterDist = dist;
continue;
}
if (TraceCallback != NULL)
{
if (!TraceCallback (*Results)) return false;
}
else
{
return false;
}
}
if (Results->HitType == TRACE_HitNone)
// Encountered an actor
if (!(in->d.thing->flags & ActorMask) ||
in->d.thing == IgnoreThis)
{
CurSector = entersector;
EnterDist = dist;
return true;
continue;
}
dist = FixedMul (MaxDist, in->frac);
hitx = StartX + FixedMul (Vx, dist);
hity = StartY + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
if (hitz > in->d.thing->z + in->d.thing->height)
{ // trace enters above actor
if (Vz >= 0) continue; // Going up: can't hit
// Does it hit the top of the actor?
dist = FixedDiv(in->d.thing->z + in->d.thing->height - StartZ, Vz);
if (dist > MaxDist) continue;
in->frac = FixedDiv(dist, MaxDist);
hitx = StartX + FixedMul (Vx, dist);
hity = StartY + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
// calculated coordinate is outside the actor's bounding box
if (abs(hitx - in->d.thing->x) > in->d.thing->radius ||
abs(hity - in->d.thing->y) > in->d.thing->radius) continue;
}
else if (hitz < in->d.thing->z)
{ // trace enters below actor
if (Vz <= 0) continue; // Going down: can't hit
// Does it hit the bottom of the actor?
dist = FixedDiv(in->d.thing->z - StartZ, Vz);
if (dist > MaxDist) continue;
in->frac = FixedDiv(dist, MaxDist);
hitx = StartX + FixedMul (Vx, dist);
hity = StartY + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
// calculated coordinate is outside the actor's bounding box
if (abs(hitx - in->d.thing->x) > in->d.thing->radius ||
abs(hity - in->d.thing->y) > in->d.thing->radius) continue;
}
Results->HitType = TRACE_HitActor;
Results->X = hitx;
Results->Y = hity;
Results->Z = hitz;
Results->Distance = dist;
Results->Fraction = in->frac;
Results->Actor = in->d.thing;
if (TraceCallback != NULL)
{
return TraceCallback (*Results);
if (!TraceCallback (*Results)) return false;
}
else
{
return false;
}
}
// Encountered an actor
if (!(in->d.thing->flags & ActorMask) ||
in->d.thing == IgnoreThis)
{
return true;
}
dist = FixedMul (MaxDist, in->frac);
hitx = trace.x + FixedMul (Vx, dist);
hity = trace.y + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
if (hitz > in->d.thing->z + in->d.thing->height)
{ // trace enters above actor
if (Vz >= 0) return true; // Going up: can't hit
// Does it hit the top of the actor?
dist = FixedDiv(in->d.thing->z + in->d.thing->height - StartZ, Vz);
if (dist > MaxDist) return true;
in->frac = FixedDiv(dist, MaxDist);
hitx = trace.x + FixedMul (Vx, dist);
hity = trace.y + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
// calculated coordinate is outside the actor's bounding box
if (abs(hitx - in->d.thing->x) > in->d.thing->radius ||
abs(hity - in->d.thing->y) > in->d.thing->radius) return true;
}
else if (hitz < in->d.thing->z)
{ // trace enters below actor
if (Vz <= 0) return true; // Going down: can't hit
// Does it hit the bottom of the actor?
dist = FixedDiv(in->d.thing->z - StartZ, Vz);
if (dist > MaxDist) return true;
in->frac = FixedDiv(dist, MaxDist);
hitx = trace.x + FixedMul (Vx, dist);
hity = trace.y + FixedMul (Vy, dist);
hitz = StartZ + FixedMul (Vz, dist);
// calculated coordinate is outside the actor's bounding box
if (abs(hitx - in->d.thing->x) > in->d.thing->radius ||
abs(hity - in->d.thing->y) > in->d.thing->radius) return true;
}
Results->HitType = TRACE_HitActor;
Results->X = hitx;
Results->Y = hity;
Results->Z = hitz;
Results->Distance = dist;
Results->Fraction = in->frac;
Results->Actor = in->d.thing;
if (TraceCallback != NULL)
{
return TraceCallback (*Results);
}
else
{
return false;
}
return true;
}
static bool CheckSectorPlane (const sector_t *sector, bool checkFloor)
bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor)
{
secplane_t plane;
@ -378,16 +393,16 @@ static bool CheckSectorPlane (const sector_t *sector, bool checkFloor)
if (den != 0)
{
fixed_t num = TMulScale16 (plane.a, trace.x,
plane.b, trace.y,
fixed_t num = TMulScale16 (plane.a, StartX,
plane.b, StartY,
plane.c, StartZ) + plane.d;
fixed_t hitdist = FixedDiv (-num, den);
if (hitdist > EnterDist && hitdist < MaxDist)
{
Results->X = trace.x + FixedMul (Vx, hitdist);
Results->Y = trace.y + FixedMul (Vy, hitdist);
Results->X = StartX + FixedMul (Vx, hitdist);
Results->Y = StartY + FixedMul (Vy, hitdist);
Results->Z = StartZ + FixedMul (Vz, hitdist);
Results->Distance = hitdist;
Results->Fraction = FixedDiv (hitdist, MaxDist);

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@ -1083,11 +1083,7 @@ void R_SetupFrame (AActor *actor)
camera->sprite != 0) // Sprite 0 is always TNT1
{
// [RH] Use chasecam view
P_AimCamera (camera);
iview->nviewx = CameraX;
iview->nviewy = CameraY;
iview->nviewz = CameraZ;
viewsector = CameraSector;
P_AimCamera (camera, iview->nviewx, iview->nviewy, iview->nviewz, viewsector);
r_showviewer = true;
}
else