mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- added portal awareness to several functions.
* Arch-Vile resurrection * Boom point pushers (due to complete lack of z-handling only for line portals.) * A_RadiusGive These also require a more thorough collection of portal groups than simple position checks.
This commit is contained in:
parent
8be690fbf2
commit
d4f87203bd
6 changed files with 187 additions and 91 deletions
|
@ -154,6 +154,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustImpale)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *thing;
|
||||
// This doesn't need to iterate through portals.
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), self->radius));
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
|
|
|
@ -2604,40 +2604,48 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
fixedvec2 viletry = self->Vec2Offset(
|
||||
FixedMul (absSpeed, xspeed[self->movedir]),
|
||||
FixedMul (absSpeed, yspeed[self->movedir]), true);
|
||||
AActor *corpsehit;
|
||||
|
||||
FBlockThingsIterator it(FBoundingBox(viletry.x, viletry.y, 32*FRACUNIT));
|
||||
while ((corpsehit = it.Next()))
|
||||
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
|
||||
|
||||
FMultiBlockThingsIterator it(check, viletry.x, viletry.y, self->Z() - 64* FRACUNIT, self->Top() + 64 * FRACUNIT, 32 * FRACUNIT);
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
while (it.Next(&cres))
|
||||
{
|
||||
AActor *corpsehit = cres.thing;
|
||||
FState *raisestate = corpsehit->GetRaiseState();
|
||||
if (raisestate != NULL)
|
||||
{
|
||||
// use the current actor's radius instead of the Arch Vile's default.
|
||||
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
|
||||
|
||||
if (abs(corpsehit->X() - viletry.x) > maxdist ||
|
||||
abs(corpsehit->Y() - viletry.y) > maxdist)
|
||||
if (abs(cres.position.x - viletry.x) > maxdist ||
|
||||
abs(cres.position.y - viletry.y) > maxdist)
|
||||
continue; // not actually touching
|
||||
// Let's check if there are floors in between the archvile and its target
|
||||
|
||||
// if in a different section of the map, only consider possible if a line of sight exists.
|
||||
if (corpsehit->Sector->PortalGroup != self->Sector->PortalGroup && !P_CheckSight(self, corpsehit))
|
||||
continue;
|
||||
|
||||
sector_t *vilesec = self->Sector;
|
||||
sector_t *corpsec = corpsehit->Sector;
|
||||
// We only need to test if at least one of the sectors has a 3D floor.
|
||||
sector_t *testsec = vilesec->e->XFloor.ffloors.Size() ? vilesec :
|
||||
(vilesec != corpsec && corpsec->e->XFloor.ffloors.Size()) ? corpsec : NULL;
|
||||
if (testsec)
|
||||
if (corpsehit->Sector->PortalGroup != self->Sector->PortalGroup)
|
||||
{
|
||||
fixed_t zdist1, zdist2;
|
||||
if (P_Find3DFloor(testsec, corpsehit->Pos(), false, true, zdist1)
|
||||
!= P_Find3DFloor(testsec, self->Pos(), false, true, zdist2))
|
||||
// if in a different section of the map, only consider possible if a line of sight exists.
|
||||
if (!P_CheckSight(self, corpsehit))
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
sector_t *vilesec = self->Sector;
|
||||
sector_t *corpsec = corpsehit->Sector;
|
||||
// We only need to test if at least one of the sectors has a 3D floor.
|
||||
sector_t *testsec = vilesec->e->XFloor.ffloors.Size() ? vilesec :
|
||||
(vilesec != corpsec && corpsec->e->XFloor.ffloors.Size()) ? corpsec : NULL;
|
||||
if (testsec)
|
||||
{
|
||||
// Not on same floor
|
||||
if (vilesec == corpsec || abs(zdist1 - self->Z()) > self->height)
|
||||
continue;
|
||||
fixed_t zdist1, zdist2;
|
||||
if (P_Find3DFloor(testsec, corpsehit->Pos(), false, true, zdist1)
|
||||
!= P_Find3DFloor(testsec, self->Pos(), false, true, zdist2))
|
||||
{
|
||||
// Not on same floor
|
||||
if (vilesec == corpsec || abs(zdist1 - self->Z()) > self->height)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -129,6 +129,14 @@ struct polyblock_t;
|
|||
|
||||
struct FPortalGroupArray
|
||||
{
|
||||
// Controls how groups are connected
|
||||
enum
|
||||
{
|
||||
PGA_NoSectorPortals,// only collect line portals
|
||||
PGA_CheckPosition, // only collects sector portals at the actual position
|
||||
PGA_Full3d, // Goes up and down sector portals at any linedef within the bounding box (this is a lot slower and should only be done if really needed.)
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
LOWER = 0x4000,
|
||||
|
@ -141,8 +149,9 @@ struct FPortalGroupArray
|
|||
MAX_STATIC = 4
|
||||
};
|
||||
|
||||
FPortalGroupArray()
|
||||
FPortalGroupArray(int collectionmethod = PGA_CheckPosition)
|
||||
{
|
||||
method = collectionmethod;
|
||||
varused = 0;
|
||||
inited = false;
|
||||
}
|
||||
|
@ -171,6 +180,7 @@ struct FPortalGroupArray
|
|||
}
|
||||
|
||||
bool inited;
|
||||
int method;
|
||||
|
||||
private:
|
||||
WORD entry[MAX_STATIC];
|
||||
|
|
|
@ -2249,11 +2249,14 @@ void DPusher::Tick ()
|
|||
// Seek out all pushable things within the force radius of this
|
||||
// point pusher. Crosses sectors, so use blockmap.
|
||||
|
||||
FBlockThingsIterator it(FBoundingBox(m_X, m_Y, m_Radius));
|
||||
AActor *thing;
|
||||
FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
|
||||
FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius);
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
|
||||
while ((thing = it.Next()))
|
||||
|
||||
while (it.Next(&cres))
|
||||
{
|
||||
AActor *thing = cres.thing;
|
||||
// Normal ZDoom is based only on the WINDTHRUST flag, with the noclip cheat as an exemption.
|
||||
bool pusharound = ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP));
|
||||
|
||||
|
|
196
src/portal.cpp
196
src/portal.cpp
|
@ -1117,87 +1117,157 @@ void P_CreateLinkedPortals()
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
|
||||
static bool ProcessLayer()
|
||||
{
|
||||
}
|
||||
|
||||
bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t upperz, fixed_t checkradius, FPortalGroupArray &out)
|
||||
{
|
||||
// Keep this temporary work stuff static. This function can never be called recursively
|
||||
// and this would have to be reallocated for each call otherwise.
|
||||
static FPortalBits processMask;
|
||||
static TArray<FLinePortal*> foundPortals;
|
||||
static TArray<int> groupsToCheck;
|
||||
|
||||
bool retval = false;
|
||||
out.inited = true;
|
||||
if (linkedPortals.Size() == 0)
|
||||
if (linkedPortals.Size() != 0)
|
||||
{
|
||||
// If there are no portals, all sectors are in group 0.
|
||||
return false;
|
||||
}
|
||||
processMask.setSize(linkedPortals.Size());
|
||||
processMask.clear();
|
||||
foundPortals.Clear();
|
||||
processMask.setSize(linkedPortals.Size());
|
||||
processMask.clear();
|
||||
foundPortals.Clear();
|
||||
|
||||
int thisgroup = startgroup;
|
||||
processMask.setBit(thisgroup);
|
||||
//out.Add(thisgroup);
|
||||
int thisgroup = startgroup;
|
||||
processMask.setBit(thisgroup);
|
||||
//out.Add(thisgroup);
|
||||
|
||||
for (unsigned i = 0; i < linkedPortals.Size(); i++)
|
||||
{
|
||||
line_t *ld = linkedPortals[i]->mOrigin;
|
||||
int othergroup = ld->frontsector->PortalGroup;
|
||||
FDisplacement &disp = Displacements(thisgroup, othergroup);
|
||||
if (!disp.isSet) continue; // no connection.
|
||||
|
||||
FBoundingBox box(position.x + disp.pos.x, position.y + disp.pos.y, checkradius);
|
||||
|
||||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||||
|| box.Left() >= ld->bbox[BOXRIGHT]
|
||||
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
||||
|| box.Bottom() >= ld->bbox[BOXTOP])
|
||||
continue; // not touched
|
||||
|
||||
if (box.BoxOnLineSide(linkedPortals[i]->mOrigin) != -1) continue; // not touched
|
||||
foundPortals.Push(linkedPortals[i]);
|
||||
}
|
||||
bool foundone = true;
|
||||
while (foundone)
|
||||
{
|
||||
foundone = false;
|
||||
for (int i = foundPortals.Size() - 1; i >= 0; i--)
|
||||
for (unsigned i = 0; i < linkedPortals.Size(); i++)
|
||||
{
|
||||
if (processMask.getBit(foundPortals[i]->mOrigin->frontsector->PortalGroup) &&
|
||||
!processMask.getBit(foundPortals[i]->mDestination->frontsector->PortalGroup))
|
||||
line_t *ld = linkedPortals[i]->mOrigin;
|
||||
int othergroup = ld->frontsector->PortalGroup;
|
||||
FDisplacement &disp = Displacements(thisgroup, othergroup);
|
||||
if (!disp.isSet) continue; // no connection.
|
||||
|
||||
FBoundingBox box(position.x + disp.pos.x, position.y + disp.pos.y, checkradius);
|
||||
|
||||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||||
|| box.Left() >= ld->bbox[BOXRIGHT]
|
||||
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
||||
|| box.Bottom() >= ld->bbox[BOXTOP])
|
||||
continue; // not touched
|
||||
|
||||
if (box.BoxOnLineSide(linkedPortals[i]->mOrigin) != -1) continue; // not touched
|
||||
foundPortals.Push(linkedPortals[i]);
|
||||
}
|
||||
bool foundone = true;
|
||||
while (foundone)
|
||||
{
|
||||
foundone = false;
|
||||
for (int i = foundPortals.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
processMask.setBit(foundPortals[i]->mDestination->frontsector->PortalGroup);
|
||||
out.Add(foundPortals[i]->mDestination->frontsector->PortalGroup);
|
||||
foundone = true;
|
||||
retval = true;
|
||||
foundPortals.Delete(i);
|
||||
if (processMask.getBit(foundPortals[i]->mOrigin->frontsector->PortalGroup) &&
|
||||
!processMask.getBit(foundPortals[i]->mDestination->frontsector->PortalGroup))
|
||||
{
|
||||
processMask.setBit(foundPortals[i]->mDestination->frontsector->PortalGroup);
|
||||
out.Add(foundPortals[i]->mDestination->frontsector->PortalGroup);
|
||||
foundone = true;
|
||||
retval = true;
|
||||
foundPortals.Delete(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
sector_t *sec = P_PointInSector(position.x, position.y);
|
||||
sector_t *wsec = sec;
|
||||
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->SkyBoxes[sector_t::ceiling]->threshold)
|
||||
if (out.method != FPortalGroupArray::PGA_NoSectorPortals)
|
||||
{
|
||||
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
|
||||
fixedvec2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup);
|
||||
fixed_t dx = position.x + pos.x;
|
||||
fixed_t dy = position.y + pos.y;
|
||||
processMask.setBit(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
|
||||
retval = true;
|
||||
}
|
||||
wsec = sec;
|
||||
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.z < wsec->SkyBoxes[sector_t::floor]->threshold)
|
||||
{
|
||||
sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
|
||||
fixedvec2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup);
|
||||
fixed_t dx = position.x + pos.x;
|
||||
fixed_t dy = position.y + pos.y;
|
||||
processMask.setBit(othersec->PortalGroup|FPortalGroupArray::LOWER);
|
||||
out.Add(othersec->PortalGroup);
|
||||
wsec = P_PointInSector(dx, dy); // get lower sector at the exact spot we want to check and repeat
|
||||
retval = true;
|
||||
sector_t *sec = P_PointInSector(position.x, position.y);
|
||||
sector_t *wsec = sec;
|
||||
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->SkyBoxes[sector_t::ceiling]->threshold)
|
||||
{
|
||||
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
|
||||
fixedvec2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup);
|
||||
fixed_t dx = position.x + pos.x;
|
||||
fixed_t dy = position.y + pos.y;
|
||||
processMask.setBit(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
|
||||
retval = true;
|
||||
}
|
||||
wsec = sec;
|
||||
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.z < wsec->SkyBoxes[sector_t::floor]->threshold)
|
||||
{
|
||||
sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
|
||||
fixedvec2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup);
|
||||
fixed_t dx = position.x + pos.x;
|
||||
fixed_t dy = position.y + pos.y;
|
||||
processMask.setBit(othersec->PortalGroup | FPortalGroupArray::LOWER);
|
||||
out.Add(othersec->PortalGroup);
|
||||
wsec = P_PointInSector(dx, dy); // get lower sector at the exact spot we want to check and repeat
|
||||
retval = true;
|
||||
}
|
||||
if (out.method == FPortalGroupArray::PGA_Full3d)
|
||||
{
|
||||
groupsToCheck.Clear();
|
||||
groupsToCheck.Push(startgroup);
|
||||
int thisgroup = startgroup;
|
||||
for (unsigned i = 0; i < groupsToCheck.Size();i++)
|
||||
{
|
||||
fixedvec2 disp = Displacements.getOffset(startgroup, thisgroup & ~FPortalGroupArray::FLAT);
|
||||
FBoundingBox box(position.x + disp.x, position.y + disp.y, checkradius);
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||||
|| box.Left() >= ld->bbox[BOXRIGHT]
|
||||
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
||||
|| box.Bottom() >= ld->bbox[BOXTOP])
|
||||
continue;
|
||||
|
||||
if (box.BoxOnLineSide(ld) != -1)
|
||||
continue;
|
||||
|
||||
if (!(thisgroup & FPortalGroupArray::LOWER))
|
||||
{
|
||||
for (int s = 0; s < 2; s++)
|
||||
{
|
||||
sector_t *sec = s ? ld->backsector : ld->frontsector;
|
||||
if (sec && !(sec->PortalBlocksMovement(sector_t::ceiling)))
|
||||
{
|
||||
if (sec->SkyBoxes[sector_t::ceiling]->threshold < upperz)
|
||||
{
|
||||
int grp = sec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup;
|
||||
if (!(processMask.getBit(grp)))
|
||||
{
|
||||
processMask.setBit(grp);
|
||||
groupsToCheck.Push(grp | FPortalGroupArray::UPPER);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!(thisgroup & FPortalGroupArray::UPPER))
|
||||
{
|
||||
for (int s = 0; s < 2; s++)
|
||||
{
|
||||
sector_t *sec = s ? ld->backsector : ld->frontsector;
|
||||
if (sec && !(sec->PortalBlocksMovement(sector_t::floor)))
|
||||
{
|
||||
if (sec->SkyBoxes[sector_t::floor]->threshold > position.z)
|
||||
{
|
||||
int grp = sec->SkyBoxes[sector_t::floor]->Sector->PortalGroup;
|
||||
if (!(processMask.getBit(grp)))
|
||||
{
|
||||
processMask.setBit(grp);
|
||||
groupsToCheck.Push(grp | FPortalGroupArray::LOWER);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return retval;
|
||||
}
|
||||
|
|
|
@ -5570,10 +5570,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
}
|
||||
else
|
||||
{
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
|
||||
while ((thing = it.Next()))
|
||||
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
|
||||
fixed_t mid = self->Z() + self->height / 2;
|
||||
FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance);
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
|
||||
while ((it.Next(&cres)))
|
||||
{
|
||||
given += DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist);
|
||||
given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist);
|
||||
}
|
||||
}
|
||||
ACTION_RETURN_INT(given);
|
||||
|
|
Loading…
Reference in a new issue