// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1998-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Boom secnodes // //----------------------------------------------------------------------------- #include "r_state.h" #include "p_maputl.h" #include "p_blockmap.h" #include "memarena.h" //============================================================================= // phares 3/21/98 // // Maintain a freelist of msecnode_t's to reduce memory allocs and frees. //============================================================================= msecnode_t *headsecnode = NULL; FMemArena secnodearena; //============================================================================= // // P_GetSecnode // // Retrieve a node from the freelist. The calling routine // should make sure it sets all fields properly. // //============================================================================= msecnode_t *P_GetSecnode() { msecnode_t *node; if (headsecnode) { node = headsecnode; headsecnode = headsecnode->m_snext; } else { node = node = (msecnode_t *)secnodearena.Alloc(sizeof(*node)); } return node; } //============================================================================= // // P_PutSecnode // // Returns a node to the freelist. // //============================================================================= void P_PutSecnode(msecnode_t *node) { node->m_snext = headsecnode; headsecnode = node; } //============================================================================= // phares 3/16/98 // // P_AddSecnode // // Searches the current list to see if this sector is // already there. If not, it adds a sector node at the head of the list of // sectors this object appears in. This is called when creating a list of // nodes that will get linked in later. Returns a pointer to the new node. // //============================================================================= msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist) { msecnode_t *node; if (s == 0) { I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars()); } node = nextnode; while (node) { if (node->m_sector == s) // Already have a node for this sector? { node->m_thing = thing; // Yes. Setting m_thing says 'keep it'. return nextnode; } node = node->m_tnext; } // Couldn't find an existing node for this sector. Add one at the head // of the list. node = P_GetSecnode(); // killough 4/4/98, 4/7/98: mark new nodes unvisited. node->visited = 0; node->m_sector = s; // sector node->m_thing = thing; // mobj node->m_tprev = NULL; // prev node on Thing thread node->m_tnext = nextnode; // next node on Thing thread if (nextnode) nextnode->m_tprev = node; // set back link on Thing // Add new node at head of sector thread starting at s->touching_thinglist node->m_sprev = NULL; // prev node on sector thread node->m_snext = sec_thinglist; // next node on sector thread if (sec_thinglist) node->m_snext->m_sprev = node; sec_thinglist = node; return node; } //============================================================================= // // P_DelSecnode // // Deletes a sector node from the list of // sectors this object appears in. Returns a pointer to the next node // on the linked list, or NULL. // //============================================================================= msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead) { msecnode_t* tp; // prev node on thing thread msecnode_t* tn; // next node on thing thread msecnode_t* sp; // prev node on sector thread msecnode_t* sn; // next node on sector thread if (node) { // Unlink from the Thing thread. The Thing thread begins at // sector_list and not from AActor->touching_sectorlist. tp = node->m_tprev; tn = node->m_tnext; if (tp) tp->m_tnext = tn; if (tn) tn->m_tprev = tp; // Unlink from the sector thread. This thread begins at // sector_t->touching_thinglist. sp = node->m_sprev; sn = node->m_snext; if (sp) sp->m_snext = sn; else node->m_sector->*listhead = sn; if (sn) sn->m_sprev = sp; // Return this node to the freelist P_PutSecnode(node); return tn; } return NULL; } // phares 3/13/98 //============================================================================= // // P_DelSeclist // // Delete an entire sector list // //============================================================================= void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead) { while (node) node = P_DelSecnode(node, sechead); } //============================================================================= // phares 3/14/98 // // P_CreateSecNodeList // // Alters/creates the sector_list that shows what sectors the object resides in // //============================================================================= msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead) { msecnode_t *node; // First, clear out the existing m_thing fields. As each node is // added or verified as needed, m_thing will be set properly. When // finished, delete all nodes where m_thing is still NULL. These // represent the sectors the Thing has vacated. node = sector_list; while (node) { node->m_thing = NULL; node = node->m_tnext; } FBoundingBox box(thing->X(), thing->Y(), radius); FBlockLinesIterator it(box); line_t *ld; while ((ld = it.Next())) { if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1) continue; // This line crosses through the object. // Collect the sector(s) from the line and add to the // sector_list you're examining. If the Thing ends up being // allowed to move to this position, then the sector_list // will be attached to the Thing's AActor at touching_sectorlist. sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead); // Don't assume all lines are 2-sided, since some Things // like MT_TFOG are allowed regardless of whether their radius takes // them beyond an impassable linedef. // killough 3/27/98, 4/4/98: // Use sidedefs instead of 2s flag to determine two-sidedness. if (ld->backsector) sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead); } // Add the sector of the (x,y) point to sector_list. sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead); // Now delete any nodes that won't be used. These are the ones where // m_thing is still NULL. node = sector_list; while (node) { if (node->m_thing == NULL) { if (node == sector_list) sector_list = node->m_tnext; node = P_DelSecnode(node, seclisthead); } else { node = node->m_tnext; } } return sector_list; } //============================================================================= // // P_DelPortalnode // // Same for line portal nodes // //============================================================================= portnode_t *P_DelPortalnode(portnode_t *node) { portnode_t* tp; // prev node on thing thread portnode_t* tn; // next node on thing thread portnode_t* sp; // prev node on sector thread portnode_t* sn; // next node on sector thread if (node) { // Unlink from the Thing thread. The Thing thread begins at // sector_list and not from AActor->touching_sectorlist. tp = node->m_tprev; tn = node->m_tnext; if (tp) tp->m_tnext = tn; if (tn) tn->m_tprev = tp; // Unlink from the sector thread. This thread begins at // sector_t->touching_thinglist. sp = node->m_sprev; sn = node->m_snext; if (sp) sp->m_snext = sn; else node->m_portal->lineportal_thinglist = sn; if (sn) sn->m_sprev = sp; // Return this node to the freelist (use the same one as for msecnodes, since both types are the same size.) P_PutSecnode(reinterpret_cast(node)); return tn; } return NULL; } //============================================================================= // // P_AddPortalnode // //============================================================================= portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode) { portnode_t *node; if (s == 0) { I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars()); } node = reinterpret_cast(P_GetSecnode()); // killough 4/4/98, 4/7/98: mark new nodes unvisited. node->visited = 0; node->m_portal = s; // portal node->m_thing = thing; // mobj node->m_tprev = NULL; // prev node on Thing thread node->m_tnext = nextnode; // next node on Thing thread if (nextnode) nextnode->m_tprev = node; // set back link on Thing // Add new node at head of portal thread starting at s->touching_thinglist node->m_sprev = NULL; // prev node on portal thread node->m_snext = s->lineportal_thinglist; // next node on portal thread if (s->lineportal_thinglist) node->m_snext->m_sprev = node; s->lineportal_thinglist = node; return node; } //========================================================================== // // Handle the lists used to render actors from other portal areas // //========================================================================== void AActor::UpdateRenderSectorList() { static const double SPRITE_SPACE = 64.; if (Pos() != OldRenderPos && !(flags & MF_NOSECTOR)) { // Only check if the map contains line portals ClearRenderLineList(); if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY()) { int bx = GetBlockX(X()); int by = GetBlockY(Y()); FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors // Are there any portals near the actor's position? if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines) { // Go through the entire list. In most cases this is faster than setting up a blockmap iterator for (auto &p : linePortals) { if (p.mType == PORTT_VISUAL) continue; if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin)) { touching_lineportallist = P_AddPortalnode(&p, this, touching_lineportallist); } } } } sector_t *sec = Sector; double lasth = -FLT_MAX; ClearRenderSectorList(); while (!sec->PortalBlocksMovement(sector_t::ceiling)) { double planeh = sec->GetPortalPlaneZ(sector_t::ceiling); if (planeh <= lasth) break; // broken setup. if (Top() + SPRITE_SPACE < planeh) break; lasth = planeh; DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling); sec = P_PointInSector(newpos); touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist); } sec = Sector; lasth = FLT_MAX; while (!sec->PortalBlocksMovement(sector_t::floor)) { double planeh = sec->GetPortalPlaneZ(sector_t::floor); if (planeh >= lasth) break; // broken setup. if (Z() - SPRITE_SPACE > planeh) break; lasth = planeh; DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor); sec = P_PointInSector(newpos); touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist); } } } void AActor::ClearRenderSectorList() { msecnode_t *node = touching_sectorportallist; while (node) node = P_DelSecnode(node, §or_t::sectorportal_thinglist); touching_sectorportallist = NULL; } void AActor::ClearRenderLineList() { portnode_t *node = touching_lineportallist; while (node) node = P_DelPortalnode(node); touching_lineportallist = NULL; }