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