mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
e016a66dc0
I forgot to change the call that draws the automap marker numbers. - Fixed: The chaingun-flash-checking code always checked the first player, not the calling one. - Fixed: Hitscan traces didn't hit actors when entering from above or below SVN r551 (trunk)
423 lines
11 KiB
C++
423 lines
11 KiB
C++
/*
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** p_trace.cpp
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** Generalized trace function, like most 3D games have
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "p_trace.h"
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#include "p_local.h"
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#include "i_system.h"
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static fixed_t StartZ;
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static fixed_t Vx, Vy, Vz;
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static DWORD ActorMask, WallMask;
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static AActor *IgnoreThis;
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static FTraceResults *Results;
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static sector_t *CurSector;
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static fixed_t MaxDist;
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static fixed_t EnterDist;
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static bool (*TraceCallback)(FTraceResults &res);
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static DWORD TraceFlags;
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static bool PTR_TraceIterator (intercept_t *);
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static bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
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static bool EditTraceResult (DWORD flags, FTraceResults &res);
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bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
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DWORD actorMask, DWORD wallMask, AActor *ignore,
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FTraceResults &res,
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DWORD flags, bool (*callback)(FTraceResults &res))
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{
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int ptflags;
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ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS : PT_ADDLINES;
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StartZ = z;
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Vx = vx;
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Vy = vy;
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Vz = vz;
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ActorMask = actorMask;
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WallMask = wallMask;
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IgnoreThis = ignore;
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CurSector = sector;
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MaxDist = maxDist;
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EnterDist = 0;
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TraceCallback = callback;
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TraceFlags = flags;
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res.CrossedWater = NULL;
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Results = &res;
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res.HitType = TRACE_HitNone;
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if (P_PathTraverse (x, y, x + FixedMul (vx, maxDist), y + FixedMul (vy, maxDist),
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ptflags, PTR_TraceIterator))
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{ // check for intersection with floor/ceiling
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res.Sector = CurSector;
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if (CheckSectorPlane (CurSector, true))
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{
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res.HitType = TRACE_HitFloor;
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if (res.CrossedWater == NULL &&
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CurSector->heightsec != NULL &&
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CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z)
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{
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res.CrossedWater = CurSector;
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}
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}
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else if (CheckSectorPlane (CurSector, false))
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{
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res.HitType = TRACE_HitCeiling;
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}
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}
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if (res.HitType != TRACE_HitNone)
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{
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if (flags)
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{
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return EditTraceResult (flags, res);
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}
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else
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{
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return true;
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}
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}
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else
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{
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res.HitType = TRACE_HitNone;
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res.X = x + FixedMul (vx, maxDist);
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res.Y = y + FixedMul (vy, maxDist);
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res.Z = z + FixedMul (vz, maxDist);
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res.Distance = maxDist;
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res.Fraction = FRACUNIT;
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return false;
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}
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}
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static bool PTR_TraceIterator (intercept_t *in)
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{
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fixed_t hitx, hity, hitz;
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fixed_t dist;
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if (in->isaline)
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{
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int lineside;
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sector_t *entersector;
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dist = FixedMul (MaxDist, in->frac);
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hitx = trace.x + FixedMul (Vx, dist);
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hity = trace.y + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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fixed_t ff, fc, bf = 0, bc = 0;
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if (in->d.line->frontsector == CurSector)
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{
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lineside = 0;
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}
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else if (in->d.line->backsector == CurSector)
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{
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lineside = 1;
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}
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else
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{ // Dammit. Why does Doom have to allow non-closed sectors?
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if (in->d.line->backsector == NULL)
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{
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lineside = 0;
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CurSector = in->d.line->frontsector;
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}
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else
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{
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lineside = P_PointOnLineSide (trace.x, trace.y, in->d.line);
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CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
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}
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}
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if (!(in->d.line->flags & ML_TWOSIDED))
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{
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entersector = NULL;
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}
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else
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{
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entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
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// For backwards compatibility: Ignore lines with the same sector on both sides.
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// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
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if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
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{
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return true;
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}
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}
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ff = CurSector->floorplane.ZatPoint (hitx, hity);
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fc = CurSector->ceilingplane.ZatPoint (hitx, hity);
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if (entersector != NULL)
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{
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bf = entersector->floorplane.ZatPoint (hitx, hity);
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bc = entersector->ceilingplane.ZatPoint (hitx, hity);
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}
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if (Results->CrossedWater == NULL &&
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CurSector->heightsec &&
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!(CurSector->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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//CurSector->heightsec->waterzone &&
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hitz <= CurSector->heightsec->floorplane.ZatPoint (hitx, hity))
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{
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// hit crossed a water plane
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Results->CrossedWater = CurSector;
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}
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if (hitz <= ff)
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{ // hit floor in front of wall
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Results->HitType = TRACE_HitFloor;
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}
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else if (hitz >= fc)
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{ // hit ceiling in front of wall
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Results->HitType = TRACE_HitCeiling;
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}
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else if (entersector == NULL ||
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hitz <= bf || hitz >= bc ||
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in->d.line->flags & WallMask)
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{ // hit the wall
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Results->HitType = TRACE_HitWall;
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Results->Tier =
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entersector == NULL ? TIER_Middle :
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hitz <= bf ? TIER_Lower :
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hitz >= bc ? TIER_Upper : TIER_Middle;
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if (TraceFlags & TRACE_Impact)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
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}
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}
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else
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{ // made it past the wall
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Results->HitType = TRACE_HitNone;
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if (TraceFlags & TRACE_PCross)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_PCROSS);
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}
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if (TraceFlags & TRACE_Impact)
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{ // This is incorrect for "impact", but Hexen did this, so
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// we need to as well, for compatibility
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
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}
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}
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if (Results->HitType != TRACE_HitNone)
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{
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// We hit something, so figure out where exactly
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Results->Sector = CurSector;
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if (Results->HitType != TRACE_HitWall &&
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!CheckSectorPlane (CurSector, Results->HitType == TRACE_HitFloor))
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{ // trace is parallel to the plane (or right on it)
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if (entersector == NULL)
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{
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Results->HitType = TRACE_HitWall;
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Results->Tier = TIER_Middle;
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}
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else
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{
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if (hitz <= bf || hitz >= bc)
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{
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Results->HitType = TRACE_HitWall;
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Results->Tier =
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hitz <= bf ? TIER_Lower :
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hitz >= bc ? TIER_Upper : TIER_Middle;
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}
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else
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{
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Results->HitType = TRACE_HitNone;
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}
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}
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if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_IMPACT);
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}
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}
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if (Results->HitType == TRACE_HitWall)
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{
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Results->X = hitx;
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Results->Y = hity;
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Results->Z = hitz;
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Results->Distance = dist;
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Results->Fraction = in->frac;
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Results->Line = in->d.line;
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Results->Side = lineside;
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}
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}
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if (Results->HitType == TRACE_HitNone)
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{
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CurSector = entersector;
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EnterDist = dist;
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return true;
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}
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if (TraceCallback != NULL)
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{
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return TraceCallback (*Results);
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}
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else
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{
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return false;
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}
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}
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// Encountered an actor
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if (!(in->d.thing->flags & ActorMask) ||
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in->d.thing == IgnoreThis)
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{
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return true;
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}
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dist = FixedMul (MaxDist, in->frac);
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hitx = trace.x + FixedMul (Vx, dist);
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hity = trace.y + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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if (hitz > in->d.thing->z + in->d.thing->height)
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{ // trace enters above actor
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if (Vz >= 0) return true; // Going up: can't hit
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// Does it hit the top of the actor?
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dist = StartZ - (in->d.thing->z + in->d.thing->height);
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if (dist > MaxDist) return true;
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in->frac = FixedDiv(dist, MaxDist);
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hitx = trace.x + FixedMul (Vx, dist);
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hity = trace.y + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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}
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else if (hitz < in->d.thing->z)
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{ // trace enters below actor
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if (Vz <= 0) return true; // Going down: can't hit
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// Does it hit the bottom of the actor?
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dist = in->d.thing->z - StartZ;
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if (dist > MaxDist) return true;
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in->frac = FixedDiv(dist, MaxDist);
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hitx = trace.x + FixedMul (Vx, dist);
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hity = trace.y + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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}
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Results->HitType = TRACE_HitActor;
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Results->X = hitx;
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Results->Y = hity;
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Results->Z = hitz;
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Results->Distance = dist;
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Results->Fraction = in->frac;
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Results->Actor = in->d.thing;
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if (TraceCallback != NULL)
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{
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return TraceCallback (*Results);
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}
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else
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{
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return false;
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}
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}
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static bool CheckSectorPlane (const sector_t *sector, bool checkFloor)
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{
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secplane_t plane;
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if (checkFloor)
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{
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plane = sector->floorplane;
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}
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else
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{
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plane = sector->ceilingplane;
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}
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fixed_t den = TMulScale16 (plane.a, Vx, plane.b, Vy, plane.c, Vz);
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if (den != 0)
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{
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fixed_t num = TMulScale16 (plane.a, trace.x,
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plane.b, trace.y,
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plane.c, StartZ) + plane.d;
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fixed_t hitdist = FixedDiv (-num, den);
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if (hitdist > EnterDist && hitdist < MaxDist)
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{
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Results->X = trace.x + FixedMul (Vx, hitdist);
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Results->Y = trace.y + FixedMul (Vy, hitdist);
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Results->Z = StartZ + FixedMul (Vz, hitdist);
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Results->Distance = hitdist;
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Results->Fraction = FixedDiv (hitdist, MaxDist);
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return true;
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}
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}
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return false;
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}
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static bool EditTraceResult (DWORD flags, FTraceResults &res)
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{
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if (flags & TRACE_NoSky)
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{ // Throw away sky hits
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if (res.HitType == TRACE_HitFloor)
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{
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if (res.Sector->floorpic == skyflatnum)
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{
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res.HitType = TRACE_HitNone;
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return false;
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}
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}
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else if (res.HitType == TRACE_HitCeiling)
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{
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if (res.Sector->ceilingpic == skyflatnum)
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{
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res.HitType = TRACE_HitNone;
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return false;
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}
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}
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else if (res.HitType == TRACE_HitWall)
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{
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if (res.Tier == TIER_Upper &&
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res.Line->frontsector->ceilingpic == skyflatnum &&
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res.Line->backsector->ceilingpic == skyflatnum)
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{
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res.HitType = TRACE_HitNone;
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return false;
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}
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}
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}
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return true;
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}
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