mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-14 22:31:57 +00:00
1883 lines
44 KiB
C++
1883 lines
44 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2018 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// HEADER FILES ------------------------------------------------------------
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#include "doomdef.h"
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#include "p_local.h"
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#include "m_bbox.h"
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#include "s_sndseq.h"
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#include "a_sharedglobal.h"
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#include "p_3dmidtex.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "po_man.h"
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#include "p_setup.h"
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#include "serializer.h"
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#include "p_blockmap.h"
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#include "p_maputl.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "v_text.h"
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// TYPES -------------------------------------------------------------------
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class DRotatePoly : public DPolyAction
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{
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DECLARE_CLASS (DRotatePoly, DPolyAction)
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public:
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DRotatePoly (FPolyObj *polyNum);
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void Tick ();
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private:
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DRotatePoly ();
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friend bool EV_RotatePoly (FLevelLocals *Level, line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide);
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};
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class DMovePoly : public DPolyAction
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{
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DECLARE_CLASS (DMovePoly, DPolyAction)
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public:
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DMovePoly (FPolyObj *polyNum);
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void Serialize(FSerializer &arc);
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void Tick ();
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protected:
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DMovePoly ();
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DAngle m_Angle;
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DVector2 m_Speedv;
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friend bool EV_MovePoly(FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide);
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};
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class DMovePolyTo : public DPolyAction
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{
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DECLARE_CLASS(DMovePolyTo, DPolyAction)
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public:
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DMovePolyTo(FPolyObj *polyNum);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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DMovePolyTo();
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DVector2 m_Speedv;
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DVector2 m_Target;
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friend bool EV_MovePolyTo(FLevelLocals *Level, line_t *line, int polyNum, double speed, const DVector2 &pos, bool overRide);
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};
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class DPolyDoor : public DMovePoly
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{
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DECLARE_CLASS (DPolyDoor, DMovePoly)
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public:
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DPolyDoor (FPolyObj *polyNum, podoortype_t type);
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void Serialize(FSerializer &arc);
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void Tick ();
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protected:
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DAngle m_Direction;
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double m_TotalDist;
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int m_Tics;
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int m_WaitTics;
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podoortype_t m_Type;
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bool m_Close;
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friend bool EV_OpenPolyDoor(FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type);
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private:
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DPolyDoor ();
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};
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class FPolyMirrorIterator
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{
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FPolyObj *CurPoly;
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int UsedPolys[100]; // tracks mirrored polyobjects we've seen
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int NumUsedPolys;
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public:
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FPolyMirrorIterator(FPolyObj *poly);
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FPolyObj *NextMirror();
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};
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void UnLinkPolyobj (FPolyObj *po);
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static void LinkPolyobj (FPolyObj *po);
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static bool CheckMobjBlocking (side_t *seg, FPolyObj *po);
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static void SpawnPolyobj (int index, int tag, int type);
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static void DoMovePolyobj (FPolyObj *po, const DVector2 & move);
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static FPolyNode *NewPolyNode();
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static void FreePolyNode();
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static void ReleaseAllPolyNodes();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FPolyNode *FreePolyNodes;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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//
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//
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//==========================================================================
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IMPLEMENT_CLASS(DPolyAction, false, true)
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IMPLEMENT_POINTERS_START(DPolyAction)
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IMPLEMENT_POINTER(m_Interpolation)
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IMPLEMENT_POINTERS_END
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DPolyAction::DPolyAction ()
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{
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}
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void DPolyAction::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("polyobj", m_PolyObj)
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("speed", m_Speed)
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("dist", m_Dist)
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("interpolation", m_Interpolation);
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}
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DPolyAction::DPolyAction (FPolyObj *polyNum)
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{
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m_PolyObj = polyNum;
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m_Speed = 0;
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m_Dist = 0;
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SetInterpolation ();
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}
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void DPolyAction::OnDestroy()
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{
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if (m_PolyObj->specialdata == this)
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{
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m_PolyObj->specialdata = nullptr;
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}
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StopInterpolation();
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Super::OnDestroy();
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}
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void DPolyAction::Stop()
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{
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SN_StopSequence(m_PolyObj);
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Destroy();
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}
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void DPolyAction::SetInterpolation ()
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{
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m_Interpolation = m_PolyObj->SetInterpolation();
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}
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void DPolyAction::StopInterpolation ()
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{
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if (m_Interpolation != nullptr)
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{
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m_Interpolation->DelRef();
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m_Interpolation = nullptr;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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IMPLEMENT_CLASS(DRotatePoly, false, false)
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DRotatePoly::DRotatePoly ()
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{
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}
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DRotatePoly::DRotatePoly (FPolyObj *polyNum)
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: Super (polyNum)
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{
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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IMPLEMENT_CLASS(DMovePoly, false, false)
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DMovePoly::DMovePoly ()
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{
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}
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void DMovePoly::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("angle", m_Angle)
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("speedv", m_Speedv);
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}
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DMovePoly::DMovePoly (FPolyObj *polyNum)
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: Super (polyNum)
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{
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m_Angle = 0.;
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m_Speedv = { 0,0 };
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}
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//==========================================================================
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//
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//
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//
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//
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//==========================================================================
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IMPLEMENT_CLASS(DMovePolyTo, false, false)
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DMovePolyTo::DMovePolyTo()
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{
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}
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void DMovePolyTo::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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arc("speedv", m_Speedv)
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("target", m_Target);
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}
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DMovePolyTo::DMovePolyTo(FPolyObj *polyNum)
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: Super(polyNum)
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{
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m_Speedv = m_Target = { 0,0 };
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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IMPLEMENT_CLASS(DPolyDoor, false, false)
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DPolyDoor::DPolyDoor ()
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{
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}
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void DPolyDoor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("direction", m_Direction)
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("totaldist", m_TotalDist)
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("tics", m_Tics)
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("waittics", m_WaitTics)
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("close", m_Close);
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}
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DPolyDoor::DPolyDoor (FPolyObj * polyNum, podoortype_t type)
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: Super (polyNum), m_Type (type)
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{
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m_Direction = 0.;
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m_TotalDist = 0;
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m_Tics = 0;
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m_WaitTics = 0;
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m_Close = false;
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}
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// ===== Polyobj Event Code =====
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//==========================================================================
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//
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// T_RotatePoly
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//
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//==========================================================================
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void DRotatePoly::Tick ()
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{
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if (m_PolyObj == nullptr) return;
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// Don't let non-perpetual polyobjs overshoot their targets.
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if (m_Dist != -1 && m_Dist < fabs(m_Speed))
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{
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m_Speed = m_Speed < 0 ? -m_Dist : m_Dist;
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}
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if (m_PolyObj->RotatePolyobj (m_Speed))
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{
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if (m_Dist == -1)
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{ // perpetual polyobj
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return;
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}
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m_Dist -= fabs(m_Speed);
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if (m_Dist == 0)
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{
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SN_StopSequence (m_PolyObj);
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Destroy ();
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}
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}
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}
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//==========================================================================
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//
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// EV_RotatePoly
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//
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//==========================================================================
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bool EV_RotatePoly (FLevelLocals *Level, line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide)
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{
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DRotatePoly *pe = nullptr;
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FPolyObj *poly;
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if ((poly = Level->GetPolyobj(polyNum)) == nullptr)
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{
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Printf("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
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return false;
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}
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FPolyMirrorIterator it(poly);
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while ((poly = it.NextMirror()) != nullptr)
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{
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if ((poly->specialdata != nullptr || poly->bBlocked) && !overRide)
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{ // poly is already in motion
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break;
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}
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if (poly->bHasPortals == 2)
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{
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// cannot do rotations on linked polyportals.
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break;
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}
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pe = Level->CreateThinker<DRotatePoly>(poly);
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poly->specialdata = pe;
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poly->bBlocked = false;
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if (byteAngle != 0)
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{
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if (byteAngle == 255)
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{
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pe->m_Dist = -1.;
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}
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else
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{
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pe->m_Dist = byteAngle*(90./64); // Angle
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}
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}
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else
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{
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pe->m_Dist = 360.;
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}
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pe->m_Speed = speed*direction*(90./(64<<3));
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SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
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direction = -direction; // Reverse the direction
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}
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return pe != nullptr; // Return true if something started moving.
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}
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//==========================================================================
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//
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// T_MovePoly
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//
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//==========================================================================
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void DMovePoly::Tick ()
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{
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if (m_PolyObj != nullptr)
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{
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if (m_PolyObj->MovePolyobj (m_Speedv))
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{
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double absSpeed = fabs (m_Speed);
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m_Dist -= absSpeed;
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if (m_Dist <= 0)
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{
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SN_StopSequence (m_PolyObj);
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Destroy ();
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}
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else if (m_Dist < absSpeed)
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{
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m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
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m_Speedv = m_Angle.ToVector(m_Speed);
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}
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m_PolyObj->UpdateLinks();
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}
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}
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}
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//==========================================================================
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//
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// EV_MovePoly
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//
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//==========================================================================
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bool EV_MovePoly (FLevelLocals *Level, line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide)
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{
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DMovePoly *pe = nullptr;
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FPolyObj *poly;
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DAngle an = angle;
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if ((poly = Level->GetPolyobj(polyNum)) == nullptr)
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{
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Printf("EV_MovePoly: Invalid polyobj num: %d\n", polyNum);
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return false;
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}
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FPolyMirrorIterator it(poly);
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while ((poly = it.NextMirror()) != nullptr)
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{
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if ((poly->specialdata != nullptr || poly->bBlocked) && !overRide)
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{ // poly is already in motion
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break;
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}
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pe = Level->CreateThinker<DMovePoly>(poly);
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poly->specialdata = pe;
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poly->bBlocked = false;
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pe->m_Dist = dist; // Distance
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pe->m_Speed = speed;
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pe->m_Angle = angle;
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pe->m_Speedv = angle.ToVector(speed);
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SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
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// Do not interpolate very fast moving polyobjects. The minimum tic count is
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// 3 instead of 2, because the moving crate effect in Massmouth 2, Hostitality
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// that this fixes isn't quite fast enough to move the crate back to its start
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// in just 1 tic.
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if (dist/speed <= 2)
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{
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pe->StopInterpolation ();
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}
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angle += 180.; // Reverse the angle.
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}
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return pe != nullptr; // Return true if something started moving.
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}
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//==========================================================================
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//
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// DMovePolyTo :: Tick
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//
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//==========================================================================
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void DMovePolyTo::Tick ()
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{
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if (m_PolyObj != nullptr)
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{
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if (m_PolyObj->MovePolyobj (m_Speedv))
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{
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double absSpeed = fabs (m_Speed);
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m_Dist -= absSpeed;
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if (m_Dist <= 0)
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{
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SN_StopSequence (m_PolyObj);
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Destroy ();
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}
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else if (m_Dist < absSpeed)
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{
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m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
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m_Speedv = m_Target - m_PolyObj->StartSpot.pos;
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}
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m_PolyObj->UpdateLinks();
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}
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}
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}
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//==========================================================================
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//
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// EV_MovePolyTo
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//
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//==========================================================================
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bool EV_MovePolyTo(FLevelLocals *Level, line_t *line, int polyNum, double speed, const DVector2 &targ, bool overRide)
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{
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DMovePolyTo *pe = nullptr;
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FPolyObj *poly;
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DVector2 dist;
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double distlen;
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if ((poly = Level->GetPolyobj(polyNum)) == nullptr)
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{
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Printf("EV_MovePolyTo: Invalid polyobj num: %d\n", polyNum);
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return false;
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}
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FPolyMirrorIterator it(poly);
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dist = targ - poly->StartSpot.pos;
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distlen = dist.MakeUnit();
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while ((poly = it.NextMirror()) != nullptr)
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{
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if ((poly->specialdata != nullptr || poly->bBlocked) && !overRide)
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{ // poly is already in motion
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break;
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}
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pe = Level->CreateThinker<DMovePolyTo>(poly);
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poly->specialdata = pe;
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poly->bBlocked = false;
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pe->m_Dist = distlen;
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pe->m_Speed = speed;
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pe->m_Speedv = dist * speed;
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pe->m_Target = poly->StartSpot.pos + dist * distlen;
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if ((pe->m_Dist / pe->m_Speed) <= 2)
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{
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pe->StopInterpolation();
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}
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dist = -dist; // reverse the direction
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}
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return pe != nullptr; // Return true if something started moving.
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}
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//==========================================================================
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//
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// T_PolyDoor
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//
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//==========================================================================
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void DPolyDoor::Tick ()
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{
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if (m_PolyObj == nullptr) return;
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if (m_Tics)
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{
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if (!--m_Tics)
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{
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SN_StartSequence (m_PolyObj, m_PolyObj->seqType, SEQ_DOOR, m_Close);
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}
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return;
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}
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switch (m_Type)
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{
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case PODOOR_SLIDE:
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if (m_Dist <= 0 || m_PolyObj->MovePolyobj (m_Speedv))
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{
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double absSpeed = fabs (m_Speed);
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m_Dist -= absSpeed;
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if (m_Dist <= 0)
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{
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SN_StopSequence (m_PolyObj);
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if (!m_Close && m_WaitTics >= 0)
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{
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m_Dist = m_TotalDist;
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m_Close = true;
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m_Tics = m_WaitTics;
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m_Direction = -m_Direction;
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m_Speedv = -m_Speedv;
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}
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else
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{
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// if set to wait infinitely, Hexen kept the dead thinker to block the polyobject from getting activated again but that causes some problems
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// with the subsectorlinks and the interpolation. Better delete the thinker and use a different means to block it.
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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<DPolyDoor>(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;
|
|
}
|
|
|
|
FLevelLocals *FPolyObj::GetLevel() const
|
|
{
|
|
return &level;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ThrustMobj
|
|
//
|
|
//==========================================================================
|
|
|
|
void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
|
|
{
|
|
DAngle thrustAngle;
|
|
DPolyAction *pe;
|
|
auto Level = GetLevel();
|
|
|
|
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<DPolyAction *>(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)
|
|
{
|
|
auto Level = GetLevel();
|
|
TMap<int, bool> 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;i<Linedefs.Size(); i++)
|
|
{
|
|
Linedefs[i]->AdjustLine();
|
|
}
|
|
CalcCenter();
|
|
}
|
|
|
|
void FPolyObj::CalcCenter()
|
|
{
|
|
DVector2 c = { 0, 0 };
|
|
for(unsigned i=0;i<Vertices.Size(); i++)
|
|
{
|
|
c += Vertices[i]->fPos();
|
|
}
|
|
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;
|
|
auto Level = GetLevel();
|
|
|
|
// 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)
|
|
{
|
|
auto Level = GetLevel();
|
|
static TArray<AActor *> 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 (!box.inRange(ld) || box.BoxOnLineSide(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;
|
|
auto Level = GetLevel();
|
|
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(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<FPolySeg> 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;i<pnode->segs.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()
|
|
{
|
|
auto Level = GetLevel();
|
|
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; i<Sidedefs.Size(); i++)
|
|
{
|
|
FPolySeg *seg = &node->segs[i];
|
|
side_t *side = Sidedefs[i];
|
|
|
|
seg->v1 = side->V1();
|
|
seg->v2 = side->V2();
|
|
seg->wall = side;
|
|
}
|
|
if (!(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->GetLevel()->GetPolyobj(mirror);
|
|
if (nextpoly == nullptr)
|
|
{
|
|
Printf("Invalid mirror polyobj num %d for polyobj num %d\n", mirror, UsedPolys[i - 1]);
|
|
}
|
|
}
|
|
}
|
|
CurPoly = nextpoly;
|
|
return poly;
|
|
}
|