//----------------------------------------------------------------------------- // // Copyright 1994-1996 Raven Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2018 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // HEADER FILES ------------------------------------------------------------ #include "doomdef.h" #include "p_local.h" #include "m_bbox.h" #include "s_sndseq.h" #include "a_sharedglobal.h" #include "p_3dmidtex.h" #include "p_lnspec.h" #include "r_data/r_interpolate.h" #include "po_man.h" #include "p_setup.h" #include "serializer_doom.h" #include "serialize_obj.h" #include "p_blockmap.h" #include "p_maputl.h" #include "r_utility.h" #include "g_levellocals.h" #include "actorinlines.h" #include "v_text.h" // TYPES ------------------------------------------------------------------- class DRotatePoly : public DPolyAction { DECLARE_CLASS (DRotatePoly, DPolyAction) public: void Construct(FPolyObj *polyNum); void Tick (); friend bool EV_RotatePoly (FLevelLocals *Level, line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide); }; class DMovePoly : public DPolyAction { DECLARE_CLASS (DMovePoly, DPolyAction) public: void Construct(FPolyObj *polyNum); void Serialize(FSerializer &arc); void Tick (); protected: DAngle m_Angle; DVector2 m_Speedv; friend bool EV_MovePoly(FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide); }; class DMovePolyTo : public DPolyAction { DECLARE_CLASS(DMovePolyTo, DPolyAction) public: void Construct(FPolyObj *polyNum); void Serialize(FSerializer &arc); void Tick(); protected: DVector2 m_Speedv; DVector2 m_Target; friend bool EV_MovePolyTo(FLevelLocals *Level, line_t *line, int polyNum, double speed, const DVector2 &pos, bool overRide); }; class DPolyDoor : public DMovePoly { DECLARE_CLASS (DPolyDoor, DMovePoly) public: void Construct(FPolyObj *polyNum, podoortype_t type); void Serialize(FSerializer &arc); void Tick (); protected: DAngle m_Direction; double m_TotalDist; int m_Tics; int m_WaitTics; podoortype_t m_Type; bool m_Close; friend bool EV_OpenPolyDoor(FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type); }; class FPolyMirrorIterator { FPolyObj *CurPoly; int UsedPolys[100]; // tracks mirrored polyobjects we've seen int NumUsedPolys; public: FPolyMirrorIterator(FPolyObj *poly); FPolyObj *NextMirror(); }; // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void UnLinkPolyobj (FPolyObj *po); static void LinkPolyobj (FPolyObj *po); static bool CheckMobjBlocking (side_t *seg, FPolyObj *po); static void SpawnPolyobj (int index, int tag, int type); static void DoMovePolyobj (FPolyObj *po, const DVector2 & move); static FPolyNode *NewPolyNode(); static void FreePolyNode(); static void ReleaseAllPolyNodes(); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FPolyNode *FreePolyNodes; // CODE -------------------------------------------------------------------- //========================================================================== // // // //========================================================================== IMPLEMENT_CLASS(DPolyAction, false, true) IMPLEMENT_POINTERS_START(DPolyAction) IMPLEMENT_POINTER(m_Interpolation) IMPLEMENT_POINTERS_END void DPolyAction::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("polyobj", m_PolyObj) ("speed", m_Speed) ("dist", m_Dist) ("interpolation", m_Interpolation); } void DPolyAction::Construct(FPolyObj *polyNum) { m_PolyObj = polyNum; m_Speed = 0; m_Dist = 0; SetInterpolation (); } void DPolyAction::OnDestroy() { if (m_PolyObj->specialdata == this) { m_PolyObj->specialdata = nullptr; } StopInterpolation(); Super::OnDestroy(); } void DPolyAction::Stop() { SN_StopSequence(m_PolyObj); Destroy(); } void DPolyAction::SetInterpolation () { m_Interpolation = m_PolyObj->SetInterpolation(); } void DPolyAction::StopInterpolation () { if (m_Interpolation != nullptr) { m_Interpolation->DelRef(); m_Interpolation = nullptr; } } //========================================================================== // // // //========================================================================== IMPLEMENT_CLASS(DRotatePoly, false, false) void DRotatePoly::Construct(FPolyObj *polyNum) { Super::Construct(polyNum); } //========================================================================== // // // //========================================================================== IMPLEMENT_CLASS(DMovePoly, false, false) void DMovePoly::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("angle", m_Angle) ("speedv", m_Speedv); } void DMovePoly::Construct(FPolyObj *polyNum) { Super::Construct(polyNum); m_Angle = 0.; m_Speedv = { 0,0 }; } //========================================================================== // // // // //========================================================================== IMPLEMENT_CLASS(DMovePolyTo, false, false) void DMovePolyTo::Serialize(FSerializer &arc) { Super::Serialize(arc); arc("speedv", m_Speedv) ("target", m_Target); } void DMovePolyTo::Construct(FPolyObj *polyNum) { Super::Construct(polyNum); m_Speedv = m_Target = { 0,0 }; } //========================================================================== // // // //========================================================================== IMPLEMENT_CLASS(DPolyDoor, false, false) void DPolyDoor::Serialize(FSerializer &arc) { Super::Serialize (arc); arc.Enum("type", m_Type) ("direction", m_Direction) ("totaldist", m_TotalDist) ("tics", m_Tics) ("waittics", m_WaitTics) ("close", m_Close); } void DPolyDoor::Construct (FPolyObj * polyNum, podoortype_t type) { Super::Construct(polyNum); m_Type = type; m_Direction = 0.; m_TotalDist = 0; m_Tics = 0; m_WaitTics = 0; m_Close = false; } // ===== Polyobj Event Code ===== //========================================================================== // // T_RotatePoly // //========================================================================== void DRotatePoly::Tick () { if (m_PolyObj == nullptr) return; // Don't let non-perpetual polyobjs overshoot their targets. if (m_Dist != -1 && m_Dist < fabs(m_Speed)) { m_Speed = m_Speed < 0 ? -m_Dist : m_Dist; } if (m_PolyObj->RotatePolyobj (m_Speed)) { if (m_Dist == -1) { // perpetual polyobj return; } m_Dist -= fabs(m_Speed); if (m_Dist == 0) { SN_StopSequence (m_PolyObj); Destroy (); } } } //========================================================================== // // EV_RotatePoly // //========================================================================== bool EV_RotatePoly (FLevelLocals *Level, line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide) { DRotatePoly *pe = nullptr; FPolyObj *poly; if ((poly = Level->GetPolyobj(polyNum)) == nullptr) { Printf("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum); return false; } FPolyMirrorIterator it(poly); while ((poly = it.NextMirror()) != nullptr) { if ((poly->specialdata != nullptr || poly->bBlocked) && !overRide) { // poly is already in motion break; } if (poly->bHasPortals == 2) { // cannot do rotations on linked polyportals. break; } pe = Level->CreateThinker(poly); poly->specialdata = pe; poly->bBlocked = false; if (byteAngle != 0) { if (byteAngle == 255) { pe->m_Dist = -1.; } else { pe->m_Dist = byteAngle*(90./64); // Angle } } else { pe->m_Dist = 360.; } pe->m_Speed = speed*direction*(90./(64<<3)); SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0); direction = -direction; // Reverse the direction } return pe != nullptr; // Return true if something started moving. } //========================================================================== // // T_MovePoly // //========================================================================== void DMovePoly::Tick () { if (m_PolyObj != nullptr) { if (m_PolyObj->MovePolyobj (m_Speedv)) { double absSpeed = fabs (m_Speed); m_Dist -= absSpeed; if (m_Dist <= 0) { SN_StopSequence (m_PolyObj); Destroy (); } else if (m_Dist < absSpeed) { m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1); m_Speedv = m_Angle.ToVector(m_Speed); } m_PolyObj->UpdateLinks(); } } } //========================================================================== // // EV_MovePoly // //========================================================================== bool EV_MovePoly (FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide) { DMovePoly *pe = nullptr; FPolyObj *poly; DAngle an = angle; if ((poly = Level->GetPolyobj(polyNum)) == nullptr) { Printf("EV_MovePoly: Invalid polyobj num: %d\n", polyNum); return false; } FPolyMirrorIterator it(poly); while ((poly = it.NextMirror()) != nullptr) { if ((poly->specialdata != nullptr || poly->bBlocked) && !overRide) { // poly is already in motion break; } pe = Level->CreateThinker(poly); poly->specialdata = pe; poly->bBlocked = false; pe->m_Dist = dist; // Distance pe->m_Speed = speed; pe->m_Angle = angle; pe->m_Speedv = angle.ToVector(speed); SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0); // Do not interpolate very fast moving polyobjects. The minimum tic count is // 3 instead of 2, because the moving crate effect in Massmouth 2, Hostitality // that this fixes isn't quite fast enough to move the crate back to its start // in just 1 tic. if (dist/speed <= 2) { pe->StopInterpolation (); } angle += 180.; // Reverse the angle. } return pe != nullptr; // Return true if something started moving. } //========================================================================== // // DMovePolyTo :: Tick // //========================================================================== void DMovePolyTo::Tick () { if (m_PolyObj != nullptr) { if (m_PolyObj->MovePolyobj (m_Speedv)) { double absSpeed = fabs (m_Speed); m_Dist -= absSpeed; if (m_Dist <= 0) { SN_StopSequence (m_PolyObj); Destroy (); } else if (m_Dist < absSpeed) { m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1); m_Speedv = m_Target - m_PolyObj->StartSpot.pos; } m_PolyObj->UpdateLinks(); } } } //========================================================================== // // EV_MovePolyTo // //========================================================================== bool EV_MovePolyTo(FLevelLocals *Level, line_t *line, int polyNum, double speed, const DVector2 &targ, bool overRide) { DMovePolyTo *pe = nullptr; FPolyObj *poly; DVector2 dist; double distlen; if ((poly = Level->GetPolyobj(polyNum)) == nullptr) { Printf("EV_MovePolyTo: Invalid polyobj num: %d\n", polyNum); return false; } FPolyMirrorIterator it(poly); dist = targ - poly->StartSpot.pos; distlen = dist.MakeUnit(); while ((poly = it.NextMirror()) != nullptr) { if ((poly->specialdata != nullptr || poly->bBlocked) && !overRide) { // poly is already in motion break; } pe = Level->CreateThinker(poly); poly->specialdata = pe; poly->bBlocked = false; pe->m_Dist = distlen; pe->m_Speed = speed; pe->m_Speedv = dist * speed; pe->m_Target = poly->StartSpot.pos + dist * distlen; SN_StartSequence(poly, poly->seqType, SEQ_DOOR, 0); if ((pe->m_Dist / pe->m_Speed) <= 2) { pe->StopInterpolation(); } dist = -dist; // reverse the direction } return pe != nullptr; // Return true if something started moving. } //========================================================================== // // T_PolyDoor // //========================================================================== void DPolyDoor::Tick () { if (m_PolyObj == nullptr) return; if (m_Tics) { if (!--m_Tics) { SN_StartSequence (m_PolyObj, m_PolyObj->seqType, SEQ_DOOR, m_Close); } return; } switch (m_Type) { case PODOOR_SLIDE: if (m_Dist <= 0 || m_PolyObj->MovePolyobj (m_Speedv)) { double absSpeed = fabs (m_Speed); m_Dist -= absSpeed; if (m_Dist <= 0) { SN_StopSequence (m_PolyObj); if (!m_Close && m_WaitTics >= 0) { m_Dist = m_TotalDist; m_Close = true; m_Tics = m_WaitTics; m_Direction = -m_Direction; m_Speedv = -m_Speedv; } else { // if set to wait infinitely, Hexen kept the dead thinker to block the polyobject from getting activated again but that causes some problems // with the subsectorlinks and the interpolation. Better delete the thinker and use a different means to block it. if (!m_Close) m_PolyObj->bBlocked = true; Destroy (); } } m_PolyObj->UpdateLinks(); } else { if (m_PolyObj->crush || !m_Close) { // continue moving if the poly is a crusher, or is opening return; } else { // open back up m_Dist = m_TotalDist - m_Dist; m_Direction = -m_Direction; m_Speedv = -m_Speedv; m_Close = false; SN_StartSequence (m_PolyObj, m_PolyObj->seqType, SEQ_DOOR, 0); } } break; case PODOOR_SWING: if (m_Dist <= 0 || m_PolyObj->RotatePolyobj (m_Speed)) { double absSpeed = fabs (m_Speed); m_Dist -= absSpeed; if (m_Dist <= 0) { SN_StopSequence (m_PolyObj); if (!m_Close && m_WaitTics >= 0) { m_Dist = m_TotalDist; m_Close = true; m_Tics = m_WaitTics; m_Speed = -m_Speed; } else { if (!m_Close) m_PolyObj->bBlocked = true; Destroy (); } } } else { if(m_PolyObj->crush || !m_Close) { // continue moving if the poly is a crusher, or is opening return; } else { // open back up and rewait m_Dist = m_TotalDist - m_Dist; m_Speed = -m_Speed; m_Close = false; SN_StartSequence (m_PolyObj, m_PolyObj->seqType, SEQ_DOOR, 0); } } break; default: break; } } //========================================================================== // // EV_OpenPolyDoor // //========================================================================== bool EV_OpenPolyDoor(FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type) { DPolyDoor *pd = nullptr; FPolyObj *poly; int swingdir = 1; // ADD: PODOOR_SWINGL, PODOOR_SWINGR if ((poly = Level->GetPolyobj(polyNum)) == nullptr) { Printf("EV_OpenPolyDoor: Invalid polyobj num: %d\n", polyNum); return false; } FPolyMirrorIterator it(poly); while ((poly = it.NextMirror()) != nullptr) { if ((poly->specialdata != nullptr || poly->bBlocked)) { // poly is already moving break; } if (poly->bHasPortals == 2 && type == PODOOR_SWING) { // cannot do rotations on linked polyportals. break; } pd = Level->CreateThinker(poly, type); poly->specialdata = pd; if (type == PODOOR_SLIDE) { pd->m_WaitTics = delay; pd->m_Speed = speed; pd->m_Dist = pd->m_TotalDist = distance; // Distance pd->m_Direction = angle; pd->m_Speedv = angle.ToVector(speed); SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0); angle += 180.; // reverse the angle } else if (type == PODOOR_SWING) { pd->m_WaitTics = delay; pd->m_Direction.Degrees = swingdir; pd->m_Speed = (speed*swingdir*(90. / 64)) / 8; pd->m_Dist = pd->m_TotalDist = angle.Degrees; SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0); swingdir = -swingdir; // reverse the direction } } return pd != nullptr; // Return true if something started moving. } //========================================================================== // // EV_StopPoly // //========================================================================== bool EV_StopPoly(FLevelLocals *Level, int polynum) { FPolyObj *poly; if (nullptr != (poly = Level->GetPolyobj(polynum))) { if (poly->specialdata != nullptr) { poly->specialdata->Stop(); } return true; } return false; } // ===== Higher Level Poly Interface code ===== //========================================================================== // // // //========================================================================== FPolyObj::FPolyObj() { StartSpot.pos = { 0,0 }; Angle = 0.; tag = 0; memset(bbox, 0, sizeof(bbox)); validcount = 0; crush = 0; bHurtOnTouch = false; seqType = 0; Size = 0; bBlocked = false; subsectorlinks = nullptr; specialdata = nullptr; interpolation = nullptr; } //========================================================================== // // GetPolyobjMirror // //========================================================================== int FPolyObj::GetMirror() { return MirrorNum; } //========================================================================== // // ThrustMobj // //========================================================================== void FPolyObj::ThrustMobj (AActor *actor, side_t *side) { DAngle thrustAngle; DPolyAction *pe; double force; if (!(actor->flags&MF_SHOOTABLE) && !actor->player) { return; } vertex_t *v1 = side->V1(); vertex_t *v2 = side->V2(); thrustAngle = (v2->fPos() - v1->fPos()).Angle() - 90.; pe = static_cast(specialdata); if (pe) { if (pe->IsKindOf (RUNTIME_CLASS (DRotatePoly))) { force = pe->GetSpeed() * (90. / 2048); // For DRotatePoly m_Speed stores an angle which needs to be converted differently } else { force = pe->GetSpeed() / 8; } force = clamp(force, 1., 4.); } else { force = 1; } DVector2 thrust = thrustAngle.ToVector(force); actor->Vel += thrust; if (crush) { DVector2 pos = actor->Vec2Offset(thrust.X, thrust.Y); if (bHurtOnTouch || !P_CheckMove (actor, pos)) { int newdam = P_DamageMobj (actor, nullptr, nullptr, crush, NAME_Crush); P_TraceBleed (newdam > 0 ? newdam : crush, actor); } } if (Level->flags2 & LEVEL2_POLYGRIND) actor->CallGrind(false); // crush corpses that get caught in a polyobject's way } //========================================================================== // // UpdateSegBBox // //========================================================================== void FPolyObj::UpdateLinks() { if (bHasPortals == 2) { TMap processed; for (unsigned i = 0; i < Linedefs.Size(); i++) { if (Linedefs[i]->isLinePortal()) { FLinePortal *port = Linedefs[i]->getPortal(); if (port->mType == PORTT_LINKED) { DVector2 old = port->mDisplacement; port->mDisplacement = port->mDestination->v2->fPos() - port->mOrigin->v1->fPos(); FLinePortal *port2 = port->mDestination->getPortal(); if (port2) port2->mDisplacement = -port->mDisplacement; int destgroup = port->mDestination->frontsector->PortalGroup; bool *done = processed.CheckKey(destgroup); if (!done || !*done) { processed[destgroup] = true; DVector2 delta = port->mDisplacement - old; Level->Displacements.MoveGroup(destgroup, delta); } } } } } } void FPolyObj::UpdateBBox () { for(unsigned i=0;iAdjustLine(); } CalcCenter(); } void FPolyObj::CalcCenter() { DVector2 c = { 0, 0 }; for(unsigned i=0;ifPos(); } CenterSpot.pos = c / Vertices.Size(); } //========================================================================== // // PO_MovePolyobj // //========================================================================== bool FPolyObj::MovePolyobj (const DVector2 &pos, bool force) { FBoundingBox oldbounds = Bounds; UnLinkPolyobj (); DoMovePolyobj (pos); if (!force) { bool blocked = false; for(unsigned i=0;i < Sidedefs.Size(); i++) { if (CheckMobjBlocking(Sidedefs[i])) { blocked = true; } } if (blocked) { DoMovePolyobj (-pos); LinkPolyobj(); return false; } } StartSpot.pos += pos; CenterSpot.pos += pos; LinkPolyobj (); ClearSubsectorLinks(); RecalcActorFloorCeil(Bounds | oldbounds); return true; } //========================================================================== // // DoMovePolyobj // //========================================================================== void FPolyObj::DoMovePolyobj (const DVector2 &pos) { for(unsigned i=0;i < Vertices.Size(); i++) { Vertices[i]->set(Vertices[i]->fX() + pos.X, Vertices[i]->fY() + pos.Y); PrevPts[i].pos += pos; } for (unsigned i = 0; i < Linedefs.Size(); i++) { Linedefs[i]->bbox[BOXTOP] += pos.Y; Linedefs[i]->bbox[BOXBOTTOM] += pos.Y; Linedefs[i]->bbox[BOXLEFT] += pos.X; Linedefs[i]->bbox[BOXRIGHT] += pos.X; } } //========================================================================== // // RotatePt // //========================================================================== static void RotatePt (DAngle an, DVector2 &out, const DVector2 &start) { DVector2 tr = out; double s = an.Sin(); double c = an.Cos(); out.X = tr.X * c - tr.Y * s + start.X; out.Y = tr.X * s + tr.Y * c + start.Y; } //========================================================================== // // PO_RotatePolyobj // //========================================================================== bool FPolyObj::RotatePolyobj (DAngle angle, bool fromsave) { DAngle an; bool blocked; FBoundingBox oldbounds = Bounds; an = Angle + angle; UnLinkPolyobj(); for(unsigned i=0;i < Vertices.Size(); i++) { PrevPts[i].pos = Vertices[i]->fPos(); FPolyVertex torot = OriginalPts[i]; RotatePt(an, torot.pos, StartSpot.pos); Vertices[i]->set(torot.pos.X, torot.pos.Y); } blocked = false; validcount++; UpdateBBox(); // If we are loading a savegame we do not really want to damage actors and be blocked by them. This can also cause crashes when trying to damage incompletely deserialized player pawns. if (!fromsave) { for (unsigned i = 0; i < Sidedefs.Size(); i++) { if (CheckMobjBlocking(Sidedefs[i])) { blocked = true; } } if (blocked) { for(unsigned i=0;i < Vertices.Size(); i++) { Vertices[i]->set(PrevPts[i].pos.X, PrevPts[i].pos.Y); } UpdateBBox(); LinkPolyobj(); return false; } } Angle += angle; LinkPolyobj(); ClearSubsectorLinks(); RecalcActorFloorCeil(Bounds | oldbounds); return true; } //========================================================================== // // UnLinkPolyobj // //========================================================================== void FPolyObj::UnLinkPolyobj () { polyblock_t *link; int i, j; int index; // remove the polyobj from each blockmap section for(j = bbox[BOXBOTTOM]; j <= bbox[BOXTOP]; j++) { index = j*Level->blockmap.bmapwidth; for(i = bbox[BOXLEFT]; i <= bbox[BOXRIGHT]; i++) { if(i >= 0 && i < Level->blockmap.bmapwidth && j >= 0 && j < Level->blockmap.bmapheight) { link = Level->PolyBlockMap[index+i]; while(link != nullptr && link->polyobj != this) { link = link->next; } if(link == nullptr) { // polyobj not located in the link cell continue; } link->polyobj = nullptr; } } } } //========================================================================== // // CheckMobjBlocking // //========================================================================== bool FPolyObj::CheckMobjBlocking (side_t *sd) { static TArray checker; FBlockNode *block; AActor *mobj; int i, j, k; int left, right, top, bottom; line_t *ld; bool blocked; bool performBlockingThrust; int bmapwidth = Level->blockmap.bmapwidth; int bmapheight = Level->blockmap.bmapheight; ld = sd->linedef; top = Level->blockmap.GetBlockY(ld->bbox[BOXTOP]); bottom = Level->blockmap.GetBlockY(ld->bbox[BOXBOTTOM]); left = Level->blockmap.GetBlockX(ld->bbox[BOXLEFT]); right = Level->blockmap.GetBlockX(ld->bbox[BOXRIGHT]); blocked = false; checker.Clear(); bottom = bottom < 0 ? 0 : bottom; bottom = bottom >= bmapheight ? bmapheight-1 : bottom; top = top < 0 ? 0 : top; top = top >= bmapheight ? bmapheight-1 : top; left = left < 0 ? 0 : left; left = left >= bmapwidth ? bmapwidth-1 : left; right = right < 0 ? 0 : right; right = right >= bmapwidth ? bmapwidth-1 : right; for (j = bottom*bmapwidth; j <= top*bmapwidth; j += bmapwidth) { for (i = left; i <= right; i++) { for (block = Level->blockmap.blocklinks[j+i]; block != nullptr; block = block->NextActor) { mobj = block->Me; for (k = (int)checker.Size()-1; k >= 0; --k) { if (checker[k] == mobj) { break; } } if (k < 0) { checker.Push (mobj); if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP)) { FLineOpening open; open.top = LINEOPEN_MAX; open.bottom = LINEOPEN_MIN; // [TN] Check wether this actor gets blocked by the line. if (ld->backsector != nullptr && !(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) && !(ld->flags & ML_BLOCK_PLAYERS && (mobj->player || (mobj->flags8 & MF8_BLOCKASPLAYER))) && !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER) && !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS)) && (!(ld->flags & ML_3DMIDTEX) || (!P_LineOpening_3dMidtex(mobj, ld, open) && (mobj->Top() < open.top) ) || (open.abovemidtex && mobj->Z() > mobj->floorz)) ) { // [BL] We can't just continue here since we must // determine if the line's backsector is going to // be blocked. performBlockingThrust = false; } else { performBlockingThrust = true; } DVector2 pos = mobj->PosRelative(ld); FBoundingBox box(pos.X, pos.Y, mobj->radius); if (!inRange(box, ld) || BoxOnLineSide(box, ld) != -1) { continue; } if (ld->isLinePortal()) { // Fixme: this still needs to figure out if the polyobject move made the player cross the portal line. if (P_TryMove(mobj, mobj->Pos(), false)) { continue; } } // We have a two-sided linedef so we should only check one side // so that the thrust from both sides doesn't cancel each other out. // Best use the one facing the player and ignore the back side. if (ld->sidedef[1] != nullptr) { int side = P_PointOnLineSidePrecise(mobj->Pos(), ld); if (ld->sidedef[side] != sd) { continue; } // [BL] See if we hit below the floor/ceiling of the poly. else if(!performBlockingThrust && ( mobj->Z() < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).ZatPoint(mobj) || mobj->Top() > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj) )) { performBlockingThrust = true; } } if(performBlockingThrust) { ThrustMobj (mobj, sd); blocked = true; } else continue; } } } } } return blocked; } //========================================================================== // // LinkPolyobj // //========================================================================== void FPolyObj::LinkPolyobj () { polyblock_t **link; polyblock_t *tempLink; int bmapwidth = Level->blockmap.bmapwidth; int bmapheight = Level->blockmap.bmapheight; // calculate the polyobj bbox Bounds.ClearBox(); for(unsigned i = 0; i < Sidedefs.Size(); i++) { vertex_t *vt; vt = Sidedefs[i]->linedef->v1; Bounds.AddToBox(vt->fPos()); vt = Sidedefs[i]->linedef->v2; Bounds.AddToBox(vt->fPos()); } bbox[BOXRIGHT] = Level->blockmap.GetBlockX(Bounds.Right()); bbox[BOXLEFT] = Level->blockmap.GetBlockX(Bounds.Left()); bbox[BOXTOP] = Level->blockmap.GetBlockY(Bounds.Top()); bbox[BOXBOTTOM] = Level->blockmap.GetBlockY(Bounds.Bottom()); // add the polyobj to each blockmap section for(int j = bbox[BOXBOTTOM]*bmapwidth; j <= bbox[BOXTOP]*bmapwidth; j += bmapwidth) { for(int i = bbox[BOXLEFT]; i <= bbox[BOXRIGHT]; i++) { if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight*bmapwidth) { link = &Level->PolyBlockMap[j+i]; if(!(*link)) { // CreateThinker a new link at the current block cell *link = new polyblock_t; (*link)->next = nullptr; (*link)->prev = nullptr; (*link)->polyobj = this; continue; } else { tempLink = *link; while(tempLink->next != nullptr && tempLink->polyobj != nullptr) { tempLink = tempLink->next; } } if(tempLink->polyobj == nullptr) { tempLink->polyobj = this; continue; } else { tempLink->next = new polyblock_t; tempLink->next->next = nullptr; tempLink->next->prev = tempLink; tempLink->next->polyobj = this; } } // else, don't link the polyobj, since it's off the map } } } //=========================================================================== // // FPolyObj :: RecalcActorFloorCeil // // For each actor within the bounding box, recalculate its floorz, ceilingz, // and related values. // //=========================================================================== void FPolyObj::RecalcActorFloorCeil(FBoundingBox bounds) const { FBlockThingsIterator it(Level, bounds); AActor *actor; while ((actor = it.Next()) != nullptr) { // skip everything outside the bounding box. if (actor->X() + actor->radius <= bounds.Left() || actor->X() - actor->radius >= bounds.Right() || actor->Y() + actor->radius <= bounds.Bottom() || actor->Y() - actor->radius >= bounds.Top()) { continue; } // Todo: Be a little more thorough with what gets altered here // because this can dislocate a lot of items that were spawned on // the lower side of a sector boundary. P_FindFloorCeiling(actor); } } //=========================================================================== // // PO_ClosestPoint // // Given a point (x,y), returns the point (ox,oy) on the polyobject's walls // that is nearest to (x,y). Also returns the seg this point came from. // //=========================================================================== void FPolyObj::ClosestPoint(const DVector2 &fpos, DVector2 &out, side_t **side) const { unsigned int i; double x = fpos.X, y = fpos.Y; double bestdist = HUGE_VAL; double bestx = 0, besty = 0; side_t *bestline = nullptr; for (i = 0; i < Sidedefs.Size(); ++i) { vertex_t *v1 = Sidedefs[i]->V1(); vertex_t *v2 = Sidedefs[i]->V2(); double a = v2->fX() - v1->fX(); double b = v2->fY() - v1->fY(); double den = a*a + b*b; double ix, iy, dist; if (den == 0) { // Line is actually a point! ix = v1->fX(); iy = v1->fY(); } else { double num = (x - v1->fX()) * a + (y - v1->fY()) * b; double u = num / den; if (u <= 0) { ix = v1->fX(); iy = v1->fY(); } else if (u >= 1) { ix = v2->fX(); iy = v2->fY(); } else { ix = v1->fX() + u * a; iy = v1->fY() + u * b; } } a = (ix - x); b = (iy - y); dist = a*a + b*b; if (dist < bestdist) { bestdist = dist; bestx = ix; besty = iy; bestline = Sidedefs[i]; } } out = { bestx, besty }; if (side != nullptr) { *side = bestline; } } //========================================================================== // // PO_Busy // //========================================================================== bool PO_Busy (FLevelLocals *Level, int polyobj) { FPolyObj *poly; poly = Level->GetPolyobj(polyobj); return (poly != nullptr && poly->specialdata != nullptr); } //========================================================================== // // // //========================================================================== void FPolyObj::ClearSubsectorLinks() { while (subsectorlinks != nullptr) { assert(subsectorlinks->state == 1337); FPolyNode *next = subsectorlinks->snext; if (subsectorlinks->pnext != nullptr) { assert(subsectorlinks->pnext->state == 1337); subsectorlinks->pnext->pprev = subsectorlinks->pprev; } if (subsectorlinks->pprev != nullptr) { assert(subsectorlinks->pprev->state == 1337); subsectorlinks->pprev->pnext = subsectorlinks->pnext; } else { subsectorlinks->subsector->polys = subsectorlinks->pnext; } if (subsectorlinks->subsector->BSP != nullptr) { subsectorlinks->subsector->BSP->bDirty = true; } subsectorlinks->state = -1; delete subsectorlinks; subsectorlinks = next; } subsectorlinks = nullptr; } void FLevelLocals::ClearAllSubsectorLinks() { for(auto &poly : Polyobjects) { poly.ClearSubsectorLinks(); } ReleaseAllPolyNodes(); } //========================================================================== // // GetIntersection // // adapted from P_InterceptVector // //========================================================================== static bool GetIntersection(FPolySeg *seg, node_t *bsp, FPolyVertex *v) { double frac; double num; double den; double v2x = seg->v1.pos.X; double v2y = seg->v1.pos.Y; double v2dx = seg->v2.pos.X - v2x; double v2dy = seg->v2.pos.Y - v2y; double v1x = FIXED2DBL(bsp->x); double v1y = FIXED2DBL(bsp->y); double v1dx = FIXED2DBL(bsp->dx); double v1dy = FIXED2DBL(bsp->dy); den = v1dy*v2dx - v1dx*v2dy; if (den == 0) return false; // parallel num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx; frac = num / den; if (frac < 0. || frac > 1.) return false; v->pos.X = v2x + frac * v2dx; v->pos.Y = v2y + frac * v2dy; return true; } //========================================================================== // // PartitionDistance // // Determine the distance of a vertex to a node's partition line. // //========================================================================== static double PartitionDistance(FPolyVertex *vt, node_t *node) { return fabs(FIXED2DBL(-node->dy) * (vt->pos.X - FIXED2DBL(node->x)) + FIXED2DBL(node->dx) * (vt->pos.Y - FIXED2DBL(node->y))) / node->len; } //========================================================================== // // AddToBBox // //========================================================================== static void AddToBBox(float child[4], float parent[4]) { if (child[BOXTOP] > parent[BOXTOP]) { parent[BOXTOP] = child[BOXTOP]; } if (child[BOXBOTTOM] < parent[BOXBOTTOM]) { parent[BOXBOTTOM] = child[BOXBOTTOM]; } if (child[BOXLEFT] < parent[BOXLEFT]) { parent[BOXLEFT] = child[BOXLEFT]; } if (child[BOXRIGHT] > parent[BOXRIGHT]) { parent[BOXRIGHT] = child[BOXRIGHT]; } } //========================================================================== // // AddToBBox // //========================================================================== static void AddToBBox(FPolyVertex *v, float bbox[4]) { float x = float(v->pos.X); float y = float(v->pos.Y); if (x < bbox[BOXLEFT]) { bbox[BOXLEFT] = x; } if (x > bbox[BOXRIGHT]) { bbox[BOXRIGHT] = x; } if (y < bbox[BOXBOTTOM]) { bbox[BOXBOTTOM] = y; } if (y > bbox[BOXTOP]) { bbox[BOXTOP] = y; } } //========================================================================== // // SplitPoly // //========================================================================== static void SplitPoly(FPolyNode *pnode, void *node, float bbox[4]) { static TArray lists[2]; static const double POLY_EPSILON = 0.3125; if (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; int centerside = R_PointOnSide(pnode->poly->CenterSpot.pos, bsp); lists[0].Clear(); lists[1].Clear(); for(unsigned i=0;isegs.Size(); i++) { FPolySeg *seg = &pnode->segs[i]; // Parts of the following code were taken from Eternity and are // being used with permission. // get distance of vertices from partition line // If the distance is too small, we may decide to // change our idea of sidedness. double dist_v1 = PartitionDistance(&seg->v1, bsp); double dist_v2 = PartitionDistance(&seg->v2, bsp); // If the distances are less than epsilon, consider the points as being // on the same side as the polyobj origin. Why? People like to build // polyobject doors flush with their door tracks. This breaks using the // usual assumptions. // Addition to Eternity code: We must also check any seg with only one // vertex inside the epsilon threshold. If not, these lines will get split but // adjoining ones with both vertices inside the threshold won't thus messing up // the order in which they get drawn. if(dist_v1 <= POLY_EPSILON) { if (dist_v2 <= POLY_EPSILON) { lists[centerside].Push(*seg); } else { int side = R_PointOnSide(seg->v2.pos, bsp); lists[side].Push(*seg); } } else if (dist_v2 <= POLY_EPSILON) { int side = R_PointOnSide(seg->v1.pos, bsp); lists[side].Push(*seg); } else { int side1 = R_PointOnSide(seg->v1.pos, bsp); int side2 = R_PointOnSide(seg->v2.pos, bsp); if(side1 != side2) { // if the partition line crosses this seg, we must split it. FPolyVertex vert; if (GetIntersection(seg, bsp, &vert)) { lists[0].Push(*seg); lists[1].Push(*seg); lists[side1].Last().v2 = vert; lists[side2].Last().v1 = vert; } else { // should never happen lists[side1].Push(*seg); } } else { // both points on the same side. lists[side1].Push(*seg); } } } if (lists[1].Size() == 0) { SplitPoly(pnode, bsp->children[0], bsp->bbox[0]); AddToBBox(bsp->bbox[0], bbox); } else if (lists[0].Size() == 0) { SplitPoly(pnode, bsp->children[1], bsp->bbox[1]); AddToBBox(bsp->bbox[1], bbox); } else { // create the new node FPolyNode *newnode = NewPolyNode(); newnode->poly = pnode->poly; newnode->segs = lists[1]; // set segs for original node pnode->segs = lists[0]; // recurse back side SplitPoly(newnode, bsp->children[1], bsp->bbox[1]); // recurse front side SplitPoly(pnode, bsp->children[0], bsp->bbox[0]); AddToBBox(bsp->bbox[0], bbox); AddToBBox(bsp->bbox[1], bbox); } } else { // we reached a subsector so we can link the node with this subsector subsector_t *sub = (subsector_t *)((uint8_t *)node - 1); // Link node to subsector pnode->pnext = sub->polys; if (pnode->pnext != nullptr) { assert(pnode->pnext->state == 1337); pnode->pnext->pprev = pnode; } pnode->pprev = nullptr; sub->polys = pnode; // link node to polyobject pnode->snext = pnode->poly->subsectorlinks; pnode->poly->subsectorlinks = pnode; pnode->subsector = sub; // calculate bounding box for this polynode assert(pnode->segs.Size() != 0); float subbbox[4] = { FLT_MIN, FLT_MAX, FLT_MAX, FLT_MIN }; for (unsigned i = 0; i < pnode->segs.Size(); ++i) { AddToBBox(&pnode->segs[i].v1, subbbox); AddToBBox(&pnode->segs[i].v2, subbbox); } // Potentially expand the parent node's bounding box to contain these bits of polyobject. AddToBBox(subbbox, bbox); } } //========================================================================== // // // //========================================================================== void FPolyObj::CreateSubsectorLinks() { FPolyNode *node = NewPolyNode(); // Even though we don't care about it, we need to initialize this // bounding box to something so that Valgrind won't complain about it // when SplitPoly modifies it. float dummybbox[4] = { 0 }; node->poly = this; node->segs.Resize(Sidedefs.Size()); for(unsigned i=0; isegs[i]; side_t *side = Sidedefs[i]; seg->v1 = side->V1(); seg->v2 = side->V2(); seg->wall = side; } if (!(Level->i_compatflags & COMPATF_POLYOBJ)) { SplitPoly(node, Level->HeadNode(), dummybbox); } else { subsector_t *sub = CenterSubsector; // Link node to subsector node->pnext = sub->polys; if (node->pnext != nullptr) { assert(node->pnext->state == 1337); node->pnext->pprev = node; } node->pprev = nullptr; sub->polys = node; // link node to polyobject node->snext = node->poly->subsectorlinks; node->poly->subsectorlinks = node; node->subsector = sub; } } //========================================================================== // // // //========================================================================== void PO_LinkToSubsectors(FLevelLocals *Level) { for(auto &poly : Level->Polyobjects) { if (poly.subsectorlinks == nullptr) { poly.CreateSubsectorLinks(); } } } //========================================================================== // // NewPolyNode // //========================================================================== static FPolyNode *NewPolyNode() { FPolyNode *node; if (FreePolyNodes != nullptr) { node = FreePolyNodes; FreePolyNodes = node->pnext; } else { node = new FPolyNode; } node->state = 1337; node->poly = nullptr; node->pnext = nullptr; node->pprev = nullptr; node->subsector = nullptr; node->snext = nullptr; return node; } //========================================================================== // // FreePolyNode // //========================================================================== void FreePolyNode(FPolyNode *node) { node->segs.Clear(); node->pnext = FreePolyNodes; FreePolyNodes = node; } //========================================================================== // // ReleaseAllPolyNodes // //========================================================================== void ReleaseAllPolyNodes() { FPolyNode *node, *next; for (node = FreePolyNodes; node != nullptr; node = next) { next = node->pnext; delete node; } } //========================================================================== // // FPolyMirrorIterator Constructor // // This class is used to avoid infinitely looping on cyclical chains of // mirrored polyobjects. // //========================================================================== FPolyMirrorIterator::FPolyMirrorIterator(FPolyObj *poly) { CurPoly = poly; if (poly != nullptr) { UsedPolys[0] = poly->tag; NumUsedPolys = 1; } else { NumUsedPolys = 0; } } //========================================================================== // // FPolyMirrorIterator :: NextMirror // // Returns the polyobject that mirrors the current one, or nullptr if there // is no mirroring polyobject, or there is a mirroring polyobject but it was // already returned. // //========================================================================== FPolyObj *FPolyMirrorIterator::NextMirror() { FPolyObj *poly = CurPoly, *nextpoly; if (poly == nullptr) { return nullptr; } // Do the work to decide which polyobject to return the next time this // function is called. int mirror = poly->GetMirror(), i; nextpoly = nullptr; // Is there a mirror and we have room to remember it? if (mirror != 0 && NumUsedPolys != countof(UsedPolys)) { // Has this polyobject been returned already? for (i = 0; i < NumUsedPolys; ++i) { if (UsedPolys[i] == mirror) { break; // Yes, it has been returned. } } if (i == NumUsedPolys) { // No, it has not been returned. UsedPolys[NumUsedPolys++] = mirror; nextpoly = poly->Level->GetPolyobj(mirror); if (nextpoly == nullptr) { Printf("Invalid mirror polyobj num %d for polyobj num %d\n", mirror, UsedPolys[i - 1]); } } } CurPoly = nextpoly; return poly; }