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- link actors into blockmap through linked line portals.
Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time. Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it. For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
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9d877f75e3
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6 changed files with 71 additions and 46 deletions
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@ -1167,7 +1167,7 @@ private:
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bool FixMapthingPos();
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public:
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void LinkToWorld (bool spawningmapthing=false, FPortalGroupArray *groups = NULL, sector_t *sector = NULL);
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void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
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void UnlinkFromWorld ();
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void AdjustFloorClip ();
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
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@ -5250,7 +5250,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance);
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double bombdamagefloat = (double)bombdamage;
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FPortalGroupArray grouplist;
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FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistfix, bombspot->height + bombdistfix*2, bombdistfix);
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FMultiBlockThingsIterator::CheckResult cres;
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@ -435,7 +435,7 @@ bool AActor::FixMapthingPos()
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//
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//==========================================================================
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void AActor::LinkToWorld (bool spawningmapthing, FPortalGroupArray *groups, sector_t *sector)
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void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
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{
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if (spawningmapthing && (flags4 & MF4_FIXMAPTHINGPOS) && sector == NULL)
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{
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@ -457,7 +457,7 @@ void AActor::LinkToWorld (bool spawningmapthing, FPortalGroupArray *groups, sect
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Sector = sector;
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subsector = R_PointInSubsector(X(), Y()); // this is from the rendering nodes, not the gameplay nodes!
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if ( !(flags & MF_NOSECTOR) )
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if (!(flags & MF_NOSECTOR))
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{
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// invisible things don't go into the sector links
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// killough 8/11/98: simpler scheme using pointer-to-pointer prev
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@ -482,51 +482,60 @@ void AActor::LinkToWorld (bool spawningmapthing, FPortalGroupArray *groups, sect
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// When a node is deleted, its sector links (the links starting
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// at sector_t->touching_thinglist) are broken. When a node is
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// added, new sector links are created.
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P_CreateSecNodeList (this, X(), Y());
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P_CreateSecNodeList(this, X(), Y());
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touching_sectorlist = sector_list; // Attach to thing
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sector_list = NULL; // clear for next time
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}
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}
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// link into blockmap (inert things don't need to be in the blockmap)
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if ( !(flags & MF_NOBLOCKMAP) )
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if (!(flags & MF_NOBLOCKMAP))
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{
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int x1 = GetSafeBlockX(X() - radius - bmaporgx);
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int x2 = GetSafeBlockX(X() + radius - bmaporgx);
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int y1 = GetSafeBlockY(Y() - radius - bmaporgy);
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int y2 = GetSafeBlockY(Y() + radius - bmaporgy);
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals);
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if (x1 >= bmapwidth || x2 < 0 || y1 >= bmapheight || y2 < 0)
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{ // thing is off the map
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BlockNode = NULL;
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}
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else
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{ // [RH] Link into every block this actor touches, not just the center one
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FBlockNode **alink = &this->BlockNode;
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x1 = MAX (0, x1);
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y1 = MAX (0, y1);
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x2 = MIN (bmapwidth - 1, x2);
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y2 = MIN (bmapheight - 1, y2);
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for (int y = y1; y <= y2; ++y)
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{
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for (int x = x1; x <= x2; ++x)
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P_CollectConnectedGroups(Sector->PortalGroup, Pos(), Top(), radius, check);
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for (int i = -1; i < (int)check.Size(); i++)
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{
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fixedvec3 pos = i==-1? Pos() : PosRelative(check[i]);
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int x1 = GetSafeBlockX(pos.x - radius - bmaporgx);
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int x2 = GetSafeBlockX(pos.x + radius - bmaporgx);
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int y1 = GetSafeBlockY(pos.y - radius - bmaporgy);
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int y2 = GetSafeBlockY(pos.y + radius - bmaporgy);
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if (x1 >= bmapwidth || x2 < 0 || y1 >= bmapheight || y2 < 0)
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{ // thing is off the map
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BlockNode = NULL;
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}
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else
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{ // [RH] Link into every block this actor touches, not just the center one
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FBlockNode **alink = &this->BlockNode;
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x1 = MAX(0, x1);
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y1 = MAX(0, y1);
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x2 = MIN(bmapwidth - 1, x2);
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y2 = MIN(bmapheight - 1, y2);
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for (int y = y1; y <= y2; ++y)
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{
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FBlockNode **link = &blocklinks[y*bmapwidth + x];
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FBlockNode *node = FBlockNode::Create (this, x, y, this->Sector->PortalGroup);
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// Link in to block
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if ((node->NextActor = *link) != NULL)
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for (int x = x1; x <= x2; ++x)
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{
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(*link)->PrevActor = &node->NextActor;
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}
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node->PrevActor = link;
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*link = node;
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FBlockNode **link = &blocklinks[y*bmapwidth + x];
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FBlockNode *node = FBlockNode::Create(this, x, y, this->Sector->PortalGroup);
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// Link in to actor
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node->PrevBlock = alink;
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node->NextBlock = NULL;
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(*alink) = node;
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alink = &node->NextBlock;
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// Link in to block
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if ((node->NextActor = *link) != NULL)
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{
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(*link)->PrevActor = &node->NextActor;
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}
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node->PrevActor = link;
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*link = node;
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// Link in to actor
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node->PrevBlock = alink;
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node->NextBlock = NULL;
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(*alink) = node;
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alink = &node->NextBlock;
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}
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}
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}
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}
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@ -456,7 +456,7 @@ void AActor::Serialize (FArchive &arc)
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if (arc.IsLoading ())
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{
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touching_sectorlist = NULL;
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LinkToWorld (false, NULL, Sector);
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LinkToWorld (false, Sector);
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AddToHash ();
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SetShade (fillcolor);
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if (player)
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@ -1107,7 +1107,25 @@ void P_CreateLinkedPortals()
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}
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}
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}
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//BuildBlockmap();
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if (linkedPortals.Size() > 0)
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{
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// We need to relink all actors that may touch a linked line portal
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TThinkerIterator<AActor> it;
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AActor *actor;
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while ((actor = it.Next()))
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{
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if (!(actor->flags & MF_NOBLOCKMAP))
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{
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals);
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P_CollectConnectedGroups(actor->Sector->PortalGroup, actor->Pos(), actor->Top(), actor->radius, check);
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if (check.Size() > 0)
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{
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actor->UnlinkFromWorld();
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actor->LinkToWorld();
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}
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}
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}
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}
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}
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@ -1208,7 +1226,7 @@ bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t
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wsec = P_PointInSector(dx, dy); // get lower sector at the exact spot we want to check and repeat
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retval = true;
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}
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if (out.method == FPortalGroupArray::PGA_Full3d)
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if (out.method == FPortalGroupArray::PGA_Full3d && PortalBlockmap.hasLinkedSectorPortals)
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{
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groupsToCheck.Clear();
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groupsToCheck.Push(startgroup);
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@ -5024,9 +5024,7 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdis
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{
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self->UnlinkFromWorld ();
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self->flags |= MF_NOBLOCKMAP;
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// the following 4 lines are for future-proofing this for both interpolation overhaul and line portals.
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// For portals we need to calculate the destination including the portal offset
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// and for interpolation we need to set the performed movement explicitly, because SetXY cannot do that.
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// We need to do portal offsetting here explicitly, because SetXY cannot do that.
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newX -= self->X();
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newY -= self->Y();
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self->SetXY(self->Vec2Offset(newX, newY));
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