- moved the blockmap into a substructure of FLevelLocals.

This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
This commit is contained in:
Christoph Oelckers 2017-03-17 14:24:21 +01:00
parent f864a09faa
commit 33d36157c8
10 changed files with 189 additions and 174 deletions

View File

@ -1831,6 +1831,8 @@ void AM_drawGrid (int color)
mline_t ml;
double minlen, extx, exty;
double minx, miny;
auto bmaporgx = level.blockmap.bmaporgx;
auto bmaporgy = level.blockmap.bmaporgy;
// [RH] Calculate a minimum for how long the grid lines should be so that
// they cover the screen at any rotation.
@ -1843,12 +1845,12 @@ void AM_drawGrid (int color)
// Figure out start of vertical gridlines
start = minx - extx;
start = ceil((start - bmaporgx) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgx;
start = ceil((start - bmaporgx) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgx;
end = minx + minlen - extx;
// draw vertical gridlines
for (x = start; x < end; x += MAPBLOCKUNITS)
for (x = start; x < end; x += FBlockmap::MAPBLOCKUNITS)
{
ml.a.x = x;
ml.b.x = x;
@ -1864,11 +1866,11 @@ void AM_drawGrid (int color)
// Figure out start of horizontal gridlines
start = miny - exty;
start = ceil((start - bmaporgy) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgy;
start = ceil((start - bmaporgy) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgy;
end = miny + minlen - exty;
// draw horizontal gridlines
for (y=start; y<end; y+=MAPBLOCKUNITS)
for (y=start; y<end; y+=FBlockmap::MAPBLOCKUNITS)
{
ml.a.x = minx - extx;
ml.b.x = ml.a.x + minlen;

View File

@ -4,6 +4,7 @@
#include "g_level.h"
#include "r_defs.h"
#include "portal.h"
#include "p_blockmap.h"
struct FLevelLocals
{
@ -46,6 +47,8 @@ struct FLevelLocals
TArray<FSectorPortal> sectorPortals;
TArray<zone_t> Zones;
FBlockmap blockmap;
// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
TArray<sector_t> loadsectors;

View File

@ -22,30 +22,73 @@ struct FBlockNode
static FBlockNode *FreeBlocks;
};
extern int* blockmaplump; // offsets in blockmap are from here
// BLOCKMAP
// Created from axis aligned bounding box
// of the map, a rectangular array of
// blocks of size 128x128.
// Used to speed up collision detection
// by spatial subdivision in 2D.
//
extern int* blockmap;
extern int bmapwidth;
extern int bmapheight; // in mapblocks
extern double bmaporgx;
extern double bmaporgy; // origin of block map
extern FBlockNode** blocklinks; // for thing chains
// mapblocks are used to check movement
// against lines and things
enum
struct FBlockmap
{
MAPBLOCKUNITS = 128
int* blockmaplump; // offsets in blockmap are from here
int* blockmap;
int bmapwidth;
int bmapheight; // in mapblocks
double bmaporgx;
double bmaporgy; // origin of block map
FBlockNode** blocklinks; // for thing chains
// mapblocks are used to check movement
// against lines and things
enum
{
MAPBLOCKUNITS = 128
};
inline int GetBlockX(double xpos)
{
return int((xpos - bmaporgx) / MAPBLOCKUNITS);
}
inline int GetBlockY(double ypos)
{
return int((ypos - bmaporgy) / MAPBLOCKUNITS);
}
inline bool isValidBlock(int x, int y) const
{
return ((unsigned int)x < (unsigned int)bmapwidth &&
(unsigned int)y < (unsigned int)bmapheight);
}
inline int *GetLines(int x, int y) const
{
// There is an extra entry at the beginning of every block.
// Apparently, id had originally intended for it to be used
// to keep track of things, but the final code does not do that.
int offset = y*bmapwidth + x;
return blockmaplump + *(blockmap + offset) + 1;
}
bool FBlockmap::VerifyBlockMap(int count);
void Clear()
{
if (blockmaplump != NULL)
{
delete[] blockmaplump;
blockmaplump = NULL;
}
if (blocklinks != NULL)
{
delete[] blocklinks;
blocklinks = NULL;
}
}
};
inline int GetBlockX(double xpos)
{
return int((xpos - bmaporgx) / MAPBLOCKUNITS);
}
inline int GetBlockY(double ypos)
{
return int((ypos - bmaporgy) / MAPBLOCKUNITS);
}
#endif

View File

@ -1434,7 +1434,7 @@ AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams)
AActor *link;
AActor *other;
for (block = blocklinks[index]; block != NULL; block = block->NextActor)
for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
{
link = block->Me;
@ -1613,7 +1613,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
AActor *other;
FLookExParams *params = (FLookExParams *)extparam;
for (block = blocklinks[index]; block != NULL; block = block->NextActor)
for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
{
link = block->Me;

View File

@ -322,16 +322,15 @@ bool AActor::FixMapthingPos()
{
sector_t *secstart = P_PointInSectorBuggy(X(), Y());
int blockx = GetBlockX(X());
int blocky = GetBlockY(Y());
int blockx = level.blockmap.GetBlockX(X());
int blocky = level.blockmap.GetBlockY(Y());
bool success = false;
if ((unsigned int)blockx < (unsigned int)bmapwidth &&
(unsigned int)blocky < (unsigned int)bmapheight)
if (level.blockmap.isValidBlock(blockx, blocky))
{
int *list;
for (list = blockmaplump + blockmap[blocky*bmapwidth + blockx] + 1; *list != -1; ++list)
for (list = level.blockmap.GetLines(blockx, blocky); *list != -1; ++list)
{
line_t *ldef = &level.lines[*list];
@ -487,25 +486,25 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
{
DVector3 pos = i==-1? Pos() : PosRelative(check[i] & ~FPortalGroupArray::FLAT);
int x1 = GetBlockX(pos.X - radius);
int x2 = GetBlockX(pos.X + radius);
int y1 = GetBlockY(pos.Y - radius);
int y2 = GetBlockY(pos.Y + radius);
int x1 = level.blockmap.GetBlockX(pos.X - radius);
int x2 = level.blockmap.GetBlockX(pos.X + radius);
int y1 = level.blockmap.GetBlockY(pos.Y - radius);
int y2 = level.blockmap.GetBlockY(pos.Y + radius);
if (x1 >= bmapwidth || x2 < 0 || y1 >= bmapheight || y2 < 0)
if (x1 >= level.blockmap.bmapwidth || x2 < 0 || y1 >= level.blockmap.bmapheight || y2 < 0)
{ // thing is off the map
}
else
{ // [RH] Link into every block this actor touches, not just the center one
x1 = MAX(0, x1);
y1 = MAX(0, y1);
x2 = MIN(bmapwidth - 1, x2);
y2 = MIN(bmapheight - 1, y2);
x2 = MIN(level.blockmap.bmapwidth - 1, x2);
y2 = MIN(level.blockmap.bmapheight - 1, y2);
for (int y = y1; y <= y2; ++y)
{
for (int x = x1; x <= x2; ++x)
{
FBlockNode **link = &blocklinks[y*bmapwidth + x];
FBlockNode **link = &level.blockmap.blocklinks[y*level.blockmap.bmapwidth + x];
FBlockNode *node = FBlockNode::Create(this, x, y, this->Sector->PortalGroup);
// Link in to block
@ -580,7 +579,7 @@ FBlockNode *FBlockNode::Create (AActor *who, int x, int y, int group)
{
block = new FBlockNode;
}
block->BlockIndex = x + y*bmapwidth;
block->BlockIndex = x + y*level.blockmap.bmapwidth;
block->Me = who;
block->NextActor = NULL;
block->PrevActor = NULL;
@ -624,10 +623,10 @@ FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _m
void FBlockLinesIterator::init(const FBoundingBox &box)
{
validcount++;
maxy = GetBlockY(box.Top());
miny = GetBlockY(box.Bottom());
maxx = GetBlockX(box.Right());
minx = GetBlockX(box.Left());
maxy = level.blockmap.GetBlockY(box.Top());
miny = level.blockmap.GetBlockY(box.Bottom());
maxx = level.blockmap.GetBlockX(box.Right());
minx = level.blockmap.GetBlockX(box.Left());
Reset();
}
@ -646,16 +645,13 @@ void FBlockLinesIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
if (level.blockmap.isValidBlock(x, y))
{
int offset = y*bmapwidth + x;
int offset = y*level.blockmap.bmapwidth + x;
polyLink = PolyBlockMap? PolyBlockMap[offset] : NULL;
polyIndex = 0;
// There is an extra entry at the beginning of every block.
// Apparently, id had originally intended for it to be used
// to keep track of things, but the final code does not do that.
list = blockmaplump + *(blockmap + offset) + 1;
list = level.blockmap.GetLines(x, y);
}
else
{
@ -994,10 +990,10 @@ FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int
void FBlockThingsIterator::init(const FBoundingBox &box)
{
maxy = GetBlockY(box.Top());
miny = GetBlockY(box.Bottom());
maxx = GetBlockX(box.Right());
minx = GetBlockX(box.Left());
maxy = level.blockmap.GetBlockY(box.Top());
miny = level.blockmap.GetBlockY(box.Bottom());
maxx = level.blockmap.GetBlockX(box.Right());
minx = level.blockmap.GetBlockX(box.Left());
ClearHash();
Reset();
}
@ -1021,13 +1017,13 @@ void FBlockThingsIterator::ClearHash()
//
//===========================================================================
void FBlockThingsIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
void FBlockThingsIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (level.blockmap.isValidBlock(x, y))
{
block = blocklinks[y*bmapwidth + x];
block = level.blockmap.blocklinks[y*level.blockmap.bmapwidth + x];
}
else
{
@ -1075,10 +1071,10 @@ AActor *FBlockThingsIterator::Next(bool centeronly)
if (centeronly)
{
// Block boundaries for compatibility mode
double blockleft = (curx * MAPBLOCKUNITS) + bmaporgx;
double blockright = blockleft + MAPBLOCKUNITS;
double blockbottom = (cury * MAPBLOCKUNITS) + bmaporgy;
double blocktop = blockbottom + MAPBLOCKUNITS;
double blockleft = (curx * FBlockmap::MAPBLOCKUNITS) + level.blockmap.bmaporgx;
double blockright = blockleft + FBlockmap::MAPBLOCKUNITS;
double blockbottom = (cury * FBlockmap::MAPBLOCKUNITS) + level.blockmap.bmaporgy;
double blocktop = blockbottom + FBlockmap::MAPBLOCKUNITS;
// only return actors with the center in this block
if (me->X() >= blockleft && me->X() < blockright &&
@ -1618,15 +1614,15 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags,
y2 += y1;
}
x1 -= bmaporgx;
y1 -= bmaporgy;
xt1 = x1 / MAPBLOCKUNITS;
yt1 = y1 / MAPBLOCKUNITS;
x1 -= level.blockmap.bmaporgx;
y1 -= level.blockmap.bmaporgy;
xt1 = x1 / FBlockmap::MAPBLOCKUNITS;
yt1 = y1 / FBlockmap::MAPBLOCKUNITS;
x2 -= bmaporgx;
y2 -= bmaporgy;
xt2 = x2 / MAPBLOCKUNITS;
yt2 = y2 / MAPBLOCKUNITS;
x2 -= level.blockmap.bmaporgx;
y2 -= level.blockmap.bmaporgy;
xt2 = x2 / FBlockmap::MAPBLOCKUNITS;
yt2 = y2 / FBlockmap::MAPBLOCKUNITS;
mapx = xs_FloorToInt(xt1);
mapy = xs_FloorToInt(yt1);
@ -1834,7 +1830,7 @@ FPathTraverse::~FPathTraverse()
// P_RoughMonsterSearch
//
// Searches though the surrounding mapblocks for monsters/players
// distance is in MAPBLOCKUNITS
// distance is in FBlockmap::MAPBLOCKUNITS
//===========================================================================
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params)
@ -1849,12 +1845,14 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
int finalStop;
int count;
AActor *target;
int bmapwidth = level.blockmap.bmapwidth;
int bmapheight = level.blockmap.bmapheight;
startX = GetBlockX(mo->X());
startY = GetBlockY(mo->Y());
startX = level.blockmap.GetBlockX(mo->X());
startY = level.blockmap.GetBlockY(mo->Y());
validcount++;
if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight)
if (level.blockmap.isValidBlock(startX, startY))
{
if ( (target = check (mo, startY*bmapwidth+startX, params)) )
{ // found a target right away
@ -1945,7 +1943,7 @@ static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
FBlockNode *link;
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
for (link = level.blockmap.blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{

View File

@ -388,11 +388,11 @@ void AActor::UpdateRenderSectorList()
ClearRenderLineList();
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
{
int bx = GetBlockX(X());
int by = GetBlockY(Y());
int bx = level.blockmap.GetBlockX(X());
int by = level.blockmap.GetBlockY(Y());
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
// Are there any portals near the actor's position?
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
if (level.blockmap.isValidBlock(bx, by) && PortalBlockmap(bx, by).neighborContainsLines)
{
// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
for (auto &p : linePortals)

View File

@ -136,34 +136,6 @@ sidei_t *sidetemp;
TArray<int> linemap;
// BLOCKMAP
// Created from axis aligned bounding box
// of the map, a rectangular array of
// blocks of size 256x256.
// Used to speed up collision detection
// by spatial subdivision in 2D.
//
// Blockmap size.
int bmapwidth;
int bmapheight; // size in mapblocks
int *blockmap; // int for larger maps ([RH] Made int because BOOM does)
int *blockmaplump; // offsets in blockmap are from here
double bmaporgx; // origin of block map
double bmaporgy;
FBlockNode** blocklinks; // for thing chains
// REJECT
// For fast sight rejection.
// Speeds up enemy AI by skipping detailed
// LineOf Sight calculation.
// Without special effect, this could be
// used as a PVS lookup as well.
//
bool ForceNodeBuild;
static void P_AllocateSideDefs (MapData *map, int count);
@ -2868,10 +2840,10 @@ static void P_CreateBlockMap ()
CreatePackedBlockmap (BlockMap, BlockLists, bmapwidth, bmapheight);
delete[] BlockLists;
blockmaplump = new int[BlockMap.Size()];
level.blockmap.blockmaplump = new int[BlockMap.Size()];
for (unsigned int ii = 0; ii < BlockMap.Size(); ++ii)
{
blockmaplump[ii] = BlockMap[ii];
level.blockmap.blockmaplump[ii] = BlockMap[ii];
}
}
@ -2882,7 +2854,7 @@ static void P_CreateBlockMap ()
//
// haleyjd 03/04/10: do verification on validity of blockmap.
//
static bool P_VerifyBlockMap(int count)
bool FBlockmap::VerifyBlockMap(int count)
{
int x, y;
int *maxoffs = blockmaplump + count;
@ -2905,7 +2877,7 @@ static bool P_VerifyBlockMap(int count)
// check that block offset is in bounds
if(blockoffset >= maxoffs)
{
Printf(PRINT_HIGH, "P_VerifyBlockMap: block offset overflow\n");
Printf(PRINT_HIGH, "VerifyBlockMap: block offset overflow\n");
return false;
}
@ -2914,7 +2886,7 @@ static bool P_VerifyBlockMap(int count)
// check that list offset is in bounds
if(offset < 4 || offset >= count)
{
Printf(PRINT_HIGH, "P_VerifyBlockMap: list offset overflow\n");
Printf(PRINT_HIGH, "VerifyBlockMap: list offset overflow\n");
return false;
}
@ -2926,7 +2898,7 @@ static bool P_VerifyBlockMap(int count)
// we have overflowed the lump?
if(tmplist >= maxoffs)
{
Printf(PRINT_HIGH, "P_VerifyBlockMap: open blocklist\n");
Printf(PRINT_HIGH, "VerifyBlockMap: open blocklist\n");
return false;
}
if(*tmplist == -1) // found -1
@ -2938,7 +2910,7 @@ static bool P_VerifyBlockMap(int count)
// to be on the safe side.
if (*list != 0)
{
Printf(PRINT_HIGH, "P_VerifyBlockMap: first entry is not 0.\n");
Printf(PRINT_HIGH, "VerifyBlockMap: first entry is not 0.\n");
return false;
}
@ -2947,7 +2919,7 @@ static bool P_VerifyBlockMap(int count)
{
if((unsigned)*tmplist >= level.lines.Size())
{
Printf(PRINT_HIGH, "P_VerifyBlockMap: index >= numlines\n");
Printf(PRINT_HIGH, "VerifyBlockMap: index >= numlines\n");
return false;
}
}
@ -2986,26 +2958,26 @@ void P_LoadBlockMap (MapData * map)
int i;
count/=2;
blockmaplump = new int[count];
level.blockmap.blockmaplump = new int[count];
// killough 3/1/98: Expand wad blockmap into larger internal one,
// by treating all offsets except -1 as unsigned and zero-extending
// them. This potentially doubles the size of blockmaps allowed,
// because Doom originally considered the offsets as always signed.
blockmaplump[0] = LittleShort(wadblockmaplump[0]);
blockmaplump[1] = LittleShort(wadblockmaplump[1]);
blockmaplump[2] = (uint32_t)(LittleShort(wadblockmaplump[2])) & 0xffff;
blockmaplump[3] = (uint32_t)(LittleShort(wadblockmaplump[3])) & 0xffff;
level.blockmap.blockmaplump[0] = LittleShort(wadblockmaplump[0]);
level.blockmap.blockmaplump[1] = LittleShort(wadblockmaplump[1]);
level.blockmap.blockmaplump[2] = (uint32_t)(LittleShort(wadblockmaplump[2])) & 0xffff;
level.blockmap.blockmaplump[3] = (uint32_t)(LittleShort(wadblockmaplump[3])) & 0xffff;
for (i = 4; i < count; i++)
{
short t = LittleShort(wadblockmaplump[i]); // killough 3/1/98
blockmaplump[i] = t == -1 ? (uint32_t)0xffffffff : (uint32_t) t & 0xffff;
level.blockmap.blockmaplump[i] = t == -1 ? (uint32_t)0xffffffff : (uint32_t) t & 0xffff;
}
delete[] data;
if (!P_VerifyBlockMap(count))
if (!level.blockmap.VerifyBlockMap(count))
{
DPrintf (DMSG_SPAMMY, "Generating BLOCKMAP\n");
P_CreateBlockMap();
@ -3013,16 +2985,16 @@ void P_LoadBlockMap (MapData * map)
}
bmaporgx = blockmaplump[0];
bmaporgy = blockmaplump[1];
bmapwidth = blockmaplump[2];
bmapheight = blockmaplump[3];
level.blockmap.bmaporgx = level.blockmap.blockmaplump[0];
level.blockmap.bmaporgy = level.blockmap.blockmaplump[1];
level.blockmap.bmapwidth = level.blockmap.blockmaplump[2];
level.blockmap.bmapheight = level.blockmap.blockmaplump[3];
// clear out mobj chains
count = bmapwidth*bmapheight;
blocklinks = new FBlockNode *[count];
memset (blocklinks, 0, count*sizeof(*blocklinks));
blockmap = blockmaplump+4;
count = level.blockmap.bmapwidth*level.blockmap.bmapheight;
level.blockmap.blocklinks = new FBlockNode *[count];
memset (level.blockmap.blocklinks, 0, count*sizeof(*level.blockmap.blocklinks));
level.blockmap.blockmap = level.blockmap.blockmaplump+4;
}
//
@ -3432,20 +3404,11 @@ void P_FreeLevelData ()
level.gamesubsectors.Reset();
level.rejectmatrix.Clear();
level.Zones.Clear();
level.blockmap.Clear();
if (blockmaplump != NULL)
{
delete[] blockmaplump;
blockmaplump = NULL;
}
if (blocklinks != NULL)
{
delete[] blocklinks;
blocklinks = NULL;
}
if (PolyBlockMap != NULL)
{
for (int i = bmapwidth*bmapheight-1; i >= 0; --i)
for (int i = level.blockmap.bmapwidth*level.blockmap.bmapheight-1; i >= 0; --i)
{
polyblock_t *link = PolyBlockMap[i];
while (link != NULL)

View File

@ -470,7 +470,7 @@ int SightCheck::P_SightBlockLinesIterator (int x, int y)
unsigned int i;
extern polyblock_t **PolyBlockMap;
offset = y*bmapwidth+x;
offset = y*level.blockmap.bmapwidth+x;
// if any of the previous blocks may contain a portal we may abort the collection of lines here, but we may not abort the sight check.
// (We still try to delay activating this for as long as possible.)
@ -498,9 +498,7 @@ int SightCheck::P_SightBlockLinesIterator (int x, int y)
polyLink = polyLink->next;
}
offset = *(blockmap + offset);
for (list = blockmaplump + offset + 1; *list != -1; list++)
for (list = level.blockmap.GetLines(x, y); *list != -1; list++)
{
if (!P_SightCheckLine (&level.lines[*list]))
{
@ -655,15 +653,15 @@ bool SightCheck::P_SightPathTraverse ()
portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->GetOppositePortalGroup(sector_t::floor) });
}
x1 -= bmaporgx;
y1 -= bmaporgy;
xt1 = x1 / MAPBLOCKUNITS;
yt1 = y1 / MAPBLOCKUNITS;
x1 -= level.blockmap.bmaporgx;
y1 -= level.blockmap.bmaporgy;
xt1 = x1 / FBlockmap::MAPBLOCKUNITS;
yt1 = y1 / FBlockmap::MAPBLOCKUNITS;
x2 -= bmaporgx;
y2 -= bmaporgy;
xt2 = x2 / MAPBLOCKUNITS;
yt2 = y2 / MAPBLOCKUNITS;
x2 -= level.blockmap.bmaporgx;
y2 -= level.blockmap.bmaporgy;
xt2 = x2 / FBlockmap::MAPBLOCKUNITS;
yt2 = y2 / FBlockmap::MAPBLOCKUNITS;
mapx = xs_FloorToInt(xt1);
mapy = xs_FloorToInt(yt1);
@ -741,7 +739,7 @@ bool SightCheck::P_SightPathTraverse ()
{
// end traversing when reaching the end of the blockmap
// an early out is not possible because with portals a trace can easily land outside the map's bounds.
if (mapx < 0 || mapx >= bmapwidth || mapy < 0 || mapy >= bmapheight)
if (level.blockmap.isValidBlock(mapx, mapy))
{
break;
}

View File

@ -1069,10 +1069,10 @@ void FPolyObj::UnLinkPolyobj ()
// remove the polyobj from each blockmap section
for(j = bbox[BOXBOTTOM]; j <= bbox[BOXTOP]; j++)
{
index = j*bmapwidth;
index = j*level.blockmap.bmapwidth;
for(i = bbox[BOXLEFT]; i <= bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight)
if(i >= 0 && i < level.blockmap.bmapwidth && j >= 0 && j < level.blockmap.bmapheight)
{
link = PolyBlockMap[index+i];
while(link != NULL && link->polyobj != this)
@ -1105,13 +1105,15 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
line_t *ld;
bool blocked;
bool performBlockingThrust;
int bmapwidth = level.blockmap.bmapwidth;
int bmapheight = level.blockmap.bmapheight;
ld = sd->linedef;
top = GetBlockY(ld->bbox[BOXTOP]);
bottom = GetBlockY(ld->bbox[BOXBOTTOM]);
left = GetBlockX(ld->bbox[BOXLEFT]);
right = GetBlockX(ld->bbox[BOXRIGHT]);
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();
@ -1129,7 +1131,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
{
for (i = left; i <= right; i++)
{
for (block = blocklinks[j+i]; block != NULL; block = block->NextActor)
for (block = level.blockmap.blocklinks[j+i]; block != NULL; block = block->NextActor)
{
mobj = block->Me;
for (k = (int)checker.Size()-1; k >= 0; --k)
@ -1230,6 +1232,8 @@ void FPolyObj::LinkPolyobj ()
{
polyblock_t **link;
polyblock_t *tempLink;
int bmapwidth = level.blockmap.bmapwidth;
int bmapheight = level.blockmap.bmapheight;
// calculate the polyobj bbox
Bounds.ClearBox();
@ -1242,10 +1246,10 @@ void FPolyObj::LinkPolyobj ()
vt = Sidedefs[i]->linedef->v2;
Bounds.AddToBox(vt->fPos());
}
bbox[BOXRIGHT] = GetBlockX(Bounds.Right());
bbox[BOXLEFT] = GetBlockX(Bounds.Left());
bbox[BOXTOP] = GetBlockY(Bounds.Top());
bbox[BOXBOTTOM] = GetBlockY(Bounds.Bottom());
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)
@ -1398,6 +1402,8 @@ void FPolyObj::ClosestPoint(const DVector2 &fpos, DVector2 &out, side_t **side)
static void InitBlockMap (void)
{
int i;
int bmapwidth = level.blockmap.bmapwidth;
int bmapheight = level.blockmap.bmapheight;
PolyBlockMap = new polyblock_t *[bmapwidth*bmapheight];
memset (PolyBlockMap, 0, bmapwidth*bmapheight*sizeof(polyblock_t *));

View File

@ -113,14 +113,16 @@ struct FPortalBits
static void BuildBlockmap()
{
auto bmapwidth = level.blockmap.bmapwidth;
auto bmapheight = level.blockmap.bmapheight;
PortalBlockmap.Clear();
PortalBlockmap.Create(bmapwidth, bmapheight);
for (int y = 0; y < bmapheight; y++)
{
for (int x = 0; x < bmapwidth; x++)
{
int offset = y*bmapwidth + x;
int *list = blockmaplump + *(blockmap + offset) + 1;
int *list = level.blockmap.GetLines(x, y);
FPortalBlock &block = PortalBlockmap(x, y);
while (*list != -1)
@ -165,7 +167,7 @@ static void BuildBlockmap()
void FLinePortalTraverse::AddLineIntercepts(int bx, int by)
{
if (by < 0 || by >= bmapheight || bx < 0 || bx >= bmapwidth) return;
if (by < 0 || by >= PortalBlockmap.dx || bx < 0 || bx >= PortalBlockmap.dy) return;
FPortalBlock &block = PortalBlockmap(bx, by);
@ -743,9 +745,9 @@ DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy)
// Try some easily discoverable early-out first. If we know that the trace cannot possibly find a portal, this saves us from calling the traverser completely for vast parts of the map.
if (dx < 128 && dy < 128)
{
int blockx = GetBlockX(actx);
int blocky = GetBlockY(acty);
if (blockx < 0 || blocky < 0 || blockx >= bmapwidth || blocky >= bmapheight || !PortalBlockmap(blockx, blocky).neighborContainsLines) return dest;
int blockx = level.blockmap.GetBlockX(actx);
int blocky = level.blockmap.GetBlockY(acty);
if (blockx < 0 || blocky < 0 || blockx >= PortalBlockmap.dx || blocky >= PortalBlockmap.dy || !PortalBlockmap(blockx, blocky).neighborContainsLines) return dest;
}
bool repeat;