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- implemented FMultiBlockLinesIterator for checking a position across portals. This is not fully tested yet.
This commit is contained in:
parent
884a265d4a
commit
3841a5f626
6 changed files with 236 additions and 91 deletions
19
src/actor.h
19
src/actor.h
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@ -1185,21 +1185,10 @@ public:
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fixedvec3 ret = { X(), Y(), Z() };
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fixedvec3 ret = { X(), Y(), Z() };
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return ret;
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return ret;
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}
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}
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fixedvec3 PosRelative(AActor *other) const
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fixedvec3 PosRelative(AActor *other) const;
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{
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fixedvec3 PosRelative(sector_t *sec) const;
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fixedvec3 ret = { X(), Y(), Z() };
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fixedvec3 PosRelative(line_t *line) const;
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return ret;
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}
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fixedvec3 PosRelative(sector_t *sec) const
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{
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fixedvec3 ret = { X(), Y(), Z() };
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return ret;
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}
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fixedvec3 PosRelative(line_t *line) const
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{
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fixedvec3 ret = { X(), Y(), Z() };
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return ret;
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}
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fixed_t SoundX() const
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fixed_t SoundX() const
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{
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{
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return X();
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return X();
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@ -2,63 +2,6 @@
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#define P_CHECKPOS_H
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#define P_CHECKPOS_H
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//============================================================================
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//
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// This is a dynamic array which holds its first MAX_STATIC entries in normal
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// variables to avoid constant allocations which this would otherwise
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// require.
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//
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// When collecting touched portal groups the normal cases are either
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// no portals == one group or
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// two portals = two groups
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//
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// Anything with more can happen but far less infrequently, so this
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// organization helps avoiding the overhead from heap allocations
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// in the vast majority of situations.
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//
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//============================================================================
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struct FPortalGroupArray
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{
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enum
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{
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MAX_STATIC = 2
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};
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FPortalGroupArray()
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{
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varused = 0;
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}
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void Clear()
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{
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data.Clear();
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varused = 0;
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}
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void Add(DWORD num)
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{
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if (varused < MAX_STATIC) entry[varused++] = num;
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else data.Push(num);
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}
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unsigned Size()
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{
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return varused + data.Size();
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}
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DWORD operator[](unsigned index)
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{
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return index < MAX_STATIC ? entry[index] : data[index - MAX_STATIC];
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}
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private:
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DWORD entry[MAX_STATIC];
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unsigned varused;
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TArray<DWORD> data;
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};
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//============================================================================
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//============================================================================
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//
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//
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// Used by P_CheckPosition and P_TryMove in place of the original
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// Used by P_CheckPosition and P_TryMove in place of the original
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@ -95,7 +38,6 @@ struct FCheckPosition
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bool DoRipping;
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bool DoRipping;
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TMap<AActor*, bool> LastRipped;
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TMap<AActor*, bool> LastRipped;
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FPortalGroupArray Groups;
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int PushTime;
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int PushTime;
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FCheckPosition(bool rip=false)
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FCheckPosition(bool rip=false)
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@ -39,6 +39,7 @@
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#include "p_3dmidtex.h"
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#include "p_3dmidtex.h"
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#include "p_blockmap.h"
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#include "p_blockmap.h"
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#include "r_utility.h"
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#include "r_utility.h"
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#include "portal.h"
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// State.
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// State.
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#include "r_state.h"
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#include "r_state.h"
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@ -572,7 +573,7 @@ FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _m
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Reset();
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Reset();
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}
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}
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FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
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void FBlockLinesIterator::init(const FBoundingBox &box)
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{
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{
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validcount++;
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validcount++;
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maxy = GetSafeBlockY(box.Top() - bmaporgy);
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maxy = GetSafeBlockY(box.Top() - bmaporgy);
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@ -582,6 +583,10 @@ FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
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Reset();
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Reset();
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}
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}
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FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
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{
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init(box);
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}
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//===========================================================================
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//===========================================================================
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//
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//
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@ -681,6 +686,82 @@ line_t *FBlockLinesIterator::Next()
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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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// FMultiBlockLinesIterator :: FMultiBlockLinesIterator
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//
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// An iterator that can check multiple portal groups.
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//
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//===========================================================================
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FMultiBlockLinesIterator::FMultiBlockLinesIterator(AActor *origin, fixed_t checkx, fixed_t checky, fixed_t checkradius)
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{
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checkpoint = origin->Pos();
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if (checkx != FIXED_MAX) checkpoint.x = checkx;
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if (checky != FIXED_MAX) checkpoint.y = checky;
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P_CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
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checkpoint.z = checkradius;
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basegroup = origin->Sector->PortalGroup;
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Reset();
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}
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bool FMultiBlockLinesIterator::Next(FMultiBlockLinesIterator::CheckResult *item)
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{
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line_t *line = blockIterator.Next();
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if (line != NULL)
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{
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item->line = line;
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item->position = offset;
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item->portalposition = portalposition;
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return true;
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}
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else if (checklist[index] & FPortalGroupArray::UPPER)
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{
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if (continueup)
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{
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sector_t *sector = P_PointInSector(offset.x, offset.y);
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if (!sector->PortalBlocksMovement(sector_t::ceiling))
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{
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startIteratorForGroup(sector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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return Next(item);
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}
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}
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}
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else if (checklist[index] & FPortalGroupArray::LOWER)
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{
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if (continuedown)
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{
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sector_t *sector = P_PointInSector(offset.x, offset.y);
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if (!sector->PortalBlocksMovement(sector_t::floor))
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{
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startIteratorForGroup(sector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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return Next(item);
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}
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}
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}
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index++;
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if (index >= checklist.Size()) return false;
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startIteratorForGroup(checklist[index]);
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return Next(item);
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}
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void FMultiBlockLinesIterator::startIteratorForGroup(int group)
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{
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offset = Displacements(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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FBoundingBox box(offset.x, offset.y, checkpoint.z);
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blockIterator.init(box);
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}
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void FMultiBlockLinesIterator::Reset()
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{
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continueup = continueup = true;
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index = -1;
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portalposition = PP_ORIGIN;
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startIteratorForGroup(basegroup);
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// FBlockThingsIterator :: FBlockThingsIterator
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// FBlockThingsIterator :: FBlockThingsIterator
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112
src/p_maputl.h
112
src/p_maputl.h
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@ -108,8 +108,72 @@ void P_LineOpening (FLineOpening &open, AActor *thing, const line_t *linedef, fi
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class FBoundingBox;
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class FBoundingBox;
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struct polyblock_t;
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struct polyblock_t;
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//============================================================================
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//
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// This is a dynamic array which holds its first MAX_STATIC entries in normal
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// variables to avoid constant allocations which this would otherwise
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// require.
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//
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// When collecting touched portal groups the normal cases are either
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// no portals == one group or
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// two portals = two groups
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//
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// Anything with more can happen but far less infrequently, so this
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// organization helps avoiding the overhead from heap allocations
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// in the vast majority of situations.
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//
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//============================================================================
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struct FPortalGroupArray
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{
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enum
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{
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LOWER = 0x4000,
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UPPER = 0x8000,
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FLAT = 0xc000,
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};
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enum
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{
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MAX_STATIC = 4
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};
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FPortalGroupArray()
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{
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varused = 0;
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}
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void Clear()
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{
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data.Clear();
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varused = 0;
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}
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void Add(DWORD num)
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{
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if (varused < MAX_STATIC) entry[varused++] = (WORD)num;
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else data.Push((WORD)num);
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}
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unsigned Size()
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{
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return varused + data.Size();
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}
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DWORD operator[](unsigned index)
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{
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return index < MAX_STATIC ? entry[index] : data[index - MAX_STATIC];
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}
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private:
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WORD entry[MAX_STATIC];
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unsigned varused;
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TArray<WORD> data;
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};
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class FBlockLinesIterator
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class FBlockLinesIterator
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{
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{
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friend class FMultiBlockLinesIterator;
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int minx, maxx;
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int minx, maxx;
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int miny, maxy;
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int miny, maxy;
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@ -120,6 +184,8 @@ class FBlockLinesIterator
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void StartBlock(int x, int y);
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void StartBlock(int x, int y);
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FBlockLinesIterator() {}
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void init(const FBoundingBox &box);
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public:
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public:
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FBlockLinesIterator(int minx, int miny, int maxx, int maxy, bool keepvalidcount = false);
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FBlockLinesIterator(int minx, int miny, int maxx, int maxy, bool keepvalidcount = false);
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FBlockLinesIterator(const FBoundingBox &box);
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FBlockLinesIterator(const FBoundingBox &box);
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@ -127,6 +193,52 @@ public:
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void Reset() { StartBlock(minx, miny); }
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void Reset() { StartBlock(minx, miny); }
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};
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};
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class FMultiBlockLinesIterator
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{
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fixedvec3 checkpoint;
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fixedvec2 offset;
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short basegroup;
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short portalposition;
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WORD index;
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bool continueup;
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bool continuedown;
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FBlockLinesIterator blockIterator;
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FPortalGroupArray checklist;
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void startIteratorForGroup(int group);
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public:
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enum
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{
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PP_ORIGIN,
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PP_ABOVE,
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PP_BELOW,
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PP_THROUGHLINE
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};
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struct CheckResult
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{
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line_t *line;
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fixedvec2 position;
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int portalposition;
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};
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FMultiBlockLinesIterator(AActor *origin, fixed_t checkx = FIXED_MAX, fixed_t checky = FIXED_MAX, fixed_t checkradius = -1);
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bool Next(CheckResult *item);
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void Reset();
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// for stopping group traversal through portals. Only the calling code can decide whether this is needed so this needs to be set from the outside.
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void StopUp()
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{
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continueup = false;
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}
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void StopDown()
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{
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continuedown = false;
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}
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};
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class FBlockThingsIterator
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class FBlockThingsIterator
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{
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{
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int minx, maxx;
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int minx, maxx;
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@ -1053,7 +1053,7 @@ void P_CreateLinkedPortals()
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//
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//
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//============================================================================
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//============================================================================
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bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortalGroupArray &out)
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bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t upperz, fixed_t checkradius, FPortalGroupArray &out)
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{
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{
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// Keep this temporary work stuff static. This function can never be called recursively
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// Keep this temporary work stuff static. This function can never be called recursively
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// and this would have to be reallocated for each call otherwise.
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// and this would have to be reallocated for each call otherwise.
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@ -1071,9 +1071,9 @@ bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortal
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processMask.clear();
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processMask.clear();
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foundPortals.Clear();
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foundPortals.Clear();
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int thisgroup = actor->Sector->PortalGroup;
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int thisgroup = startgroup;
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processMask.setBit(thisgroup);
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processMask.setBit(thisgroup);
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out.Add(thisgroup);
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//out.Add(thisgroup);
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for (unsigned i = 0; i < linkedPortals.Size(); i++)
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for (unsigned i = 0; i < linkedPortals.Size(); i++)
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{
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{
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@ -1082,7 +1082,7 @@ bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortal
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FDisplacement &disp = Displacements(thisgroup, othergroup);
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FDisplacement &disp = Displacements(thisgroup, othergroup);
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if (!disp.isSet) continue; // no connection.
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if (!disp.isSet) continue; // no connection.
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FBoundingBox box(newx + disp.pos.x, newy + disp.pos.y, actor->radius);
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FBoundingBox box(position.x + disp.pos.x, position.y + disp.pos.y, checkradius);
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if (box.Right() <= ld->bbox[BOXLEFT]
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if (box.Right() <= ld->bbox[BOXLEFT]
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|| box.Left() >= ld->bbox[BOXRIGHT]
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|| box.Left() >= ld->bbox[BOXRIGHT]
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@ -1110,27 +1110,27 @@ bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortal
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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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sector_t *sec = P_PointInSector(newx, newy);
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sector_t *sec = P_PointInSector(position.x, position.y);
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sector_t *wsec = sec;
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sector_t *wsec = sec;
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while (!wsec->PortalBlocksMovement(sector_t::ceiling) && actor->Top() > wsec->SkyBoxes[sector_t::ceiling]->threshold)
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while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->SkyBoxes[sector_t::ceiling]->threshold)
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{
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{
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sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
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sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
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FDisplacement &disp = Displacements(actor->Sector->PortalGroup, othersec->PortalGroup);
|
FDisplacement &disp = Displacements(startgroup, othersec->PortalGroup);
|
||||||
fixed_t dx = newx + disp.pos.x;
|
fixed_t dx = position.x + disp.pos.x;
|
||||||
fixed_t dy = newx + disp.pos.y;
|
fixed_t dy = position.y + disp.pos.y;
|
||||||
processMask.setBit(othersec->PortalGroup);
|
processMask.setBit(othersec->PortalGroup);
|
||||||
out.Add(othersec->PortalGroup);
|
out.Add(othersec->PortalGroup|FPortalGroupArray::UPPER);
|
||||||
wsec = P_PointInSector(dx, dy); // get upper sector at the exact spot we want to check and repeat
|
wsec = P_PointInSector(dx, dy); // get upper sector at the exact spot we want to check and repeat
|
||||||
retval = true;
|
retval = true;
|
||||||
}
|
}
|
||||||
wsec = sec;
|
wsec = sec;
|
||||||
while (!wsec->PortalBlocksMovement(sector_t::floor) && actor->Z() < wsec->SkyBoxes[sector_t::floor]->threshold)
|
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.z < wsec->SkyBoxes[sector_t::floor]->threshold)
|
||||||
{
|
{
|
||||||
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
|
sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
|
||||||
FDisplacement &disp = Displacements(actor->Sector->PortalGroup, othersec->PortalGroup);
|
FDisplacement &disp = Displacements(startgroup, othersec->PortalGroup);
|
||||||
fixed_t dx = newx + disp.pos.x;
|
fixed_t dx = position.x + disp.pos.x;
|
||||||
fixed_t dy = newx + disp.pos.y;
|
fixed_t dy = position.y + disp.pos.y;
|
||||||
processMask.setBit(othersec->PortalGroup);
|
processMask.setBit(othersec->PortalGroup|FPortalGroupArray::LOWER);
|
||||||
out.Add(othersec->PortalGroup);
|
out.Add(othersec->PortalGroup);
|
||||||
wsec = P_PointInSector(dx, dy); // get lower sector at the exact spot we want to check and repeat
|
wsec = P_PointInSector(dx, dy); // get lower sector at the exact spot we want to check and repeat
|
||||||
retval = true;
|
retval = true;
|
||||||
|
|
23
src/portal.h
23
src/portal.h
|
@ -125,7 +125,7 @@ void P_SpawnLinePortal(line_t* line);
|
||||||
void P_FinalizePortals();
|
void P_FinalizePortals();
|
||||||
bool P_ChangePortal(line_t *ln, int thisid, int destid);
|
bool P_ChangePortal(line_t *ln, int thisid, int destid);
|
||||||
void P_CreateLinkedPortals();
|
void P_CreateLinkedPortals();
|
||||||
bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortalGroupArray &out);
|
bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t upperz, fixed_t checkradius, FPortalGroupArray &out);
|
||||||
void P_CollectLinkedPortals();
|
void P_CollectLinkedPortals();
|
||||||
inline int P_NumPortalGroups()
|
inline int P_NumPortalGroups()
|
||||||
{
|
{
|
||||||
|
@ -245,4 +245,25 @@ inline FDisplacement §or_t::CeilingDisplacement()
|
||||||
return Displacements(PortalGroup, SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
|
return Displacements(PortalGroup, SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline fixedvec3 AActor::PosRelative(AActor *other) const
|
||||||
|
{
|
||||||
|
FDisplacement &disp = Displacements(Sector->PortalGroup, other->Sector->PortalGroup);
|
||||||
|
fixedvec3 ret = { X() + disp.pos.x, Y() + disp.pos.y, Z() };
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline fixedvec3 AActor::PosRelative(sector_t *sec) const
|
||||||
|
{
|
||||||
|
FDisplacement &disp = Displacements(Sector->PortalGroup, sec->PortalGroup);
|
||||||
|
fixedvec3 ret = { X() + disp.pos.x, Y() + disp.pos.y, Z() };
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline fixedvec3 AActor::PosRelative(line_t *line) const
|
||||||
|
{
|
||||||
|
FDisplacement &disp = Displacements(Sector->PortalGroup, line->frontsector->PortalGroup);
|
||||||
|
fixedvec3 ret = { X() + disp.pos.x, Y() + disp.pos.y, Z() };
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
Loading…
Reference in a new issue