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- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. SVN r887 (trunk)
This commit is contained in:
parent
d938121378
commit
ebd17de30a
16 changed files with 400 additions and 431 deletions
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@ -1,4 +1,17 @@
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April 6, 2008 (Changes by Graf Zahl)
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- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
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P_FindFloorCeiling never did that.
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- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
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- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
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used. This also allowed to remove all the global variable saving in
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P_CreateSecNodeList.
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- Added a new FBlockLinesIterator class that doesn't need a callback
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function because debugging the previous bug proved to be a bit annoying
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because it involved a P_BlockLinesIterator loop.
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- Fixed: The MBF code to move monsters away from dropoffs did not work as
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intended due to some random decisions in P_DoNewChaseDir. When in the
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avoiding dropoff mode these are ignored now. This should cure the problem
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that monsters hanging over a dropoff tended to drop down.
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- Added a NOTIMEFREEZE flag that excludes actors from being affected by
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the time freezer powerup.
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- Changed: Empty pickup messages are no longer printed.
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@ -124,6 +124,17 @@ typedef struct _GUID
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} GUID;
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#endif
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// Bounding box coordinate storage.
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enum
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{
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BOXTOP,
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BOXBOTTOM,
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BOXLEFT,
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BOXRIGHT
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}; // bbox coordinates
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//
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// Fixed point, 32bit as 16.16.
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//
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@ -4,6 +4,8 @@
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "a_action.h"
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#include "templates.h"
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#include "m_bbox.h"
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#include "thingdef/thingdef.h"
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void A_PainAttack (AActor *);
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@ -23,6 +25,7 @@ static const PClass *GetSpawnType()
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return spawntype;
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}
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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@ -80,9 +83,24 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
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// wall or an impassible line, or a "monsters can't cross" line.// |
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// If it is, then we don't allow the spawn. // V
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if (Check_Sides (self, x, y))
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FBoundingBox box(MIN(self->x, x), MIN(self->y, y), MAX(self->x, x), MAX(self->y, y));
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FBlockLinesIterator it(box);
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line_t *ld;
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while ((ld = it.Next()))
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{
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return;
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if (!(ld->flags & ML_TWOSIDED) ||
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(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
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{
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if (!(box.Left() > ld->bbox[BOXRIGHT] ||
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box.Right() < ld->bbox[BOXLEFT] ||
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box.Top() < ld->bbox[BOXBOTTOM] ||
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box.Bottom() > ld->bbox[BOXTOP]))
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{
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if (P_PointOnLineSide(self->x,self->y,ld) != P_PointOnLineSide(x,y,ld))
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return; // line blocks trajectory // ^
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}
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}
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}
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other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);
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@ -41,6 +41,7 @@ bool AArtiTomeOfPower::Use (bool pickup)
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else
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{ // Succeeded
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Owner->player->morphTics = 0;
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Owner->player->MorphedPlayerClass = 0;
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S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_IDLE);
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}
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return true;
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@ -199,6 +199,7 @@ bool P_UndoPlayerMorph (player_t *player, bool force)
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mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
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player->morphTics = 0;
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player->MorphedPlayerClass = 0;
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player->viewheight = mo->ViewHeight;
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AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
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if (level2 != NULL)
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@ -25,17 +25,7 @@
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//-----------------------------------------------------------------------------
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#include "m_bbox.h"
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FBoundingBox::FBoundingBox ()
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{
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ClearBox ();
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}
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void FBoundingBox::ClearBox ()
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{
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m_Box[BOXTOP] = m_Box[BOXRIGHT] = FIXED_MIN;
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m_Box[BOXBOTTOM] = m_Box[BOXLEFT] = FIXED_MAX;
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}
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#include "p_local.h"
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void FBoundingBox::AddToBox (fixed_t x, fixed_t y)
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{
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@ -50,6 +40,11 @@ void FBoundingBox::AddToBox (fixed_t x, fixed_t y)
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m_Box[BOXTOP] = y;
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}
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int FBoundingBox::BoxOnLineSide (const line_t *ld) const
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{
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return P_BoxOnLineSide(m_Box, ld);
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}
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49
src/m_bbox.h
49
src/m_bbox.h
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@ -25,29 +25,46 @@
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#include "doomtype.h"
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#include "m_fixed.h"
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// Bounding box coordinate storage.
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enum
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{
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BOXTOP,
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BOXBOTTOM,
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BOXLEFT,
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BOXRIGHT
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}; // bbox coordinates
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struct line_t;
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class FBoundingBox
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{
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public:
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FBoundingBox();
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FBoundingBox()
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{
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ClearBox();
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}
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FBoundingBox(fixed_t left, fixed_t bottom, fixed_t right, fixed_t top)
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{
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m_Box[BOXTOP] = top;
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m_Box[BOXLEFT] = left;
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m_Box[BOXRIGHT] = right;
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m_Box[BOXBOTTOM] = bottom;
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}
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FBoundingBox(fixed_t x, fixed_t y, fixed_t radius)
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{
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m_Box[BOXTOP] = y + radius;
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m_Box[BOXLEFT] = x - radius;
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m_Box[BOXRIGHT] = x + radius;
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m_Box[BOXBOTTOM] = y - radius;
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}
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void ClearBox ()
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{
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m_Box[BOXTOP] = m_Box[BOXRIGHT] = FIXED_MIN;
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m_Box[BOXBOTTOM] = m_Box[BOXLEFT] = FIXED_MAX;
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}
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void ClearBox ();
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void AddToBox (fixed_t x, fixed_t y);
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inline fixed_t Top () { return m_Box[BOXTOP]; }
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inline fixed_t Bottom () { return m_Box[BOXBOTTOM]; }
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inline fixed_t Left () { return m_Box[BOXLEFT]; }
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inline fixed_t Right () { return m_Box[BOXRIGHT]; }
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inline fixed_t Top () const { return m_Box[BOXTOP]; }
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inline fixed_t Bottom () const { return m_Box[BOXBOTTOM]; }
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inline fixed_t Left () const { return m_Box[BOXLEFT]; }
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inline fixed_t Right () const { return m_Box[BOXRIGHT]; }
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int BoxOnLineSide (const line_t *ld) const;
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protected:
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fixed_t m_Box[4];
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108
src/p_enemy.cpp
108
src/p_enemy.cpp
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "s_sound.h"
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@ -603,7 +604,9 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
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}
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// try other directions
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if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
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if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
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{
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if ((pr_newchasedir() > 200 || abs(deltay) > abs(deltax)))
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{
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swap (d[1], d[2]);
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}
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@ -612,6 +615,7 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
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d[1] = DI_NODIR;
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if (d[2] == turnaround)
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d[2] = DI_NODIR;
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}
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if (d[1] != DI_NODIR)
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{
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@ -630,6 +634,8 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
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return;
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}
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if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
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{
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// there is no direct path to the player, so pick another direction.
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if (olddir != DI_NODIR)
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{
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if (P_TryWalk (actor))
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return;
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}
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}
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// randomly determine direction of search
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if (pr_newchasedir() & 1)
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// hang over dropoffs.
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//=============================================================================
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struct avoiddropoff_t
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{
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AActor * thing;
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fixed_t deltax;
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fixed_t deltay;
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fixed_t floorx;
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fixed_t floory;
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fixed_t floorz;
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fixed_t t_bbox[4];
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} a;
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static bool PIT_AvoidDropoff(line_t *line)
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{
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if (line->backsector && // Ignore one-sided linedefs
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a.t_bbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
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a.t_bbox[BOXLEFT] < line->bbox[BOXRIGHT] &&
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a.t_bbox[BOXTOP] > line->bbox[BOXBOTTOM] && // Linedef must be contacted
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a.t_bbox[BOXBOTTOM] < line->bbox[BOXTOP] &&
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P_BoxOnLineSide(a.t_bbox, line) == -1)
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{
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fixed_t front = line->frontsector->floorplane.ZatPoint(a.floorx,a.floory);
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fixed_t back = line->backsector->floorplane.ZatPoint(a.floorx,a.floory);
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angle_t angle;
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// The monster must contact one of the two floors,
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// and the other must be a tall dropoff.
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if (back == a.floorz && front < a.floorz - a.thing->MaxDropOffHeight)
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{
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angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
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}
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else if (front == a.floorz && back < a.floorz - a.thing->MaxDropOffHeight)
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{
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angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
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}
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else return true;
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// Move away from dropoff at a standard speed.
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// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
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a.deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
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a.deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
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}
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return true;
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}
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//=============================================================================
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//
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// P_NewChaseDir
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@ -777,26 +739,46 @@ void P_NewChaseDir(AActor * actor)
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!(actor->flags2 & MF2_ONMOBJ) &&
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!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
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{
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a.thing = actor;
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a.deltax = a.deltay = 0;
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a.floorx = actor->x;
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a.floory = actor->y;
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a.floorz = actor->z;
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FBoundingBox box(actor->x, actor->y, actor->radius);
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FBlockLinesIterator it(box);
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line_t *line;
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int yh=((a.t_bbox[BOXTOP] = actor->y+actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
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int yl=((a.t_bbox[BOXBOTTOM]= actor->y-actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
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int xh=((a.t_bbox[BOXRIGHT] = actor->x+actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
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int xl=((a.t_bbox[BOXLEFT] = actor->x-actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
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int bx, by;
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fixed_t deltax = 0;
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fixed_t deltay = 0;
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while ((line = it.Next()))
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{
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if (line->backsector && // Ignore one-sided linedefs
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box.Right() > line->bbox[BOXLEFT] &&
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box.Left() < line->bbox[BOXRIGHT] &&
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box.Top() > line->bbox[BOXBOTTOM] && // Linedef must be contacted
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box.Bottom() < line->bbox[BOXTOP] &&
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box.BoxOnLineSide(line) == -1)
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{
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fixed_t front = line->frontsector->floorplane.ZatPoint(actor->x,actor->y);
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fixed_t back = line->backsector->floorplane.ZatPoint(actor->x,actor->y);
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angle_t angle;
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// check lines
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// The monster must contact one of the two floors,
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// and the other must be a tall dropoff.
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validcount++;
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for (bx=xl ; bx<=xh ; bx++)
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for (by=yl ; by<=yh ; by++)
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P_BlockLinesIterator(bx, by, PIT_AvoidDropoff); // all contacted lines
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if (back == actor->z && front < actor->z - actor->MaxDropOffHeight)
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{
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angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
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}
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else if (front == actor->z && back < actor->z - actor->MaxDropOffHeight)
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{
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angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
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}
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else continue;
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if (a.deltax || a.deltay)
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// Move away from dropoff at a standard speed.
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// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
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deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
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deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
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}
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}
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if (deltax || deltay)
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{
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// [Graf Zahl] I have changed P_TryMove to only apply this logic when
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// being called from here. AVOIDINGDROPOFF activates the code that
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@ -806,7 +788,7 @@ void P_NewChaseDir(AActor * actor)
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// use different dropoff movement logic in P_TryMove
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actor->flags5|=MF5_AVOIDINGDROPOFF;
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P_DoNewChaseDir(actor, a.deltax, a.deltay);
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P_DoNewChaseDir(actor, deltax, deltay);
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actor->flags5&=~MF5_AVOIDINGDROPOFF;
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// If moving away from dropoff, set movecount to 1 so that
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|
|
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@ -234,7 +234,27 @@ struct FLineOpening
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void P_LineOpening (FLineOpening &open, AActor *thing, const line_t *linedef, fixed_t x, fixed_t y, fixed_t refx=FIXED_MIN, fixed_t refy=0);
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bool P_BlockLinesIterator (int x, int y, bool(*func)(line_t*));
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class FBoundingBox;
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class FBlockLinesIterator
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{
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int minx, maxx;
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int miny, maxy;
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int curx, cury;
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polyblock_t *polyLink;
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int polyIndex;
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int *list;
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void StartBlock(int x, int y);
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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(const FBoundingBox &box);
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line_t *Next();
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void Reset() { StartBlock(minx, miny); }
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};
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bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *> &checkarray, AActor *start=NULL);
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|
|
288
src/p_map.cpp
288
src/p_map.cpp
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@ -100,8 +100,6 @@ int tmceilingpic;
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sector_t *tmceilingsector;
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bool tmtouchmidtex;
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static fixed_t tmfbbox[4];
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static AActor *tmfthing;
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fixed_t tmffloorz;
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fixed_t tmfceilingz;
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fixed_t tmfdropoffz;
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@ -142,15 +140,15 @@ AActor *LastRipped;
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//
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//==========================================================================
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static bool PIT_FindFloorCeiling (line_t *ld)
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static bool PIT_FindFloorCeiling (line_t *ld, AActor *tmfthing, const FBoundingBox &box, fixed_t tmx, fixed_t tmy)
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{
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if (tmfbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
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|| tmfbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
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|| tmfbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
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|| tmfbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
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if (box.Right() <= ld->bbox[BOXLEFT]
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|| box.Left() >= ld->bbox[BOXRIGHT]
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|| box.Top() <= ld->bbox[BOXBOTTOM]
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|| box.Bottom() >= ld->bbox[BOXTOP] )
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return true;
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if (P_BoxOnLineSide (tmfbbox, ld) != -1)
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if (box.BoxOnLineSide (ld) != -1)
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return true;
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// A line has been hit
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||||
|
@ -223,17 +221,13 @@ static bool PIT_FindFloorCeiling (line_t *ld)
|
|||
|
||||
void P_FindFloorCeiling (AActor *actor)
|
||||
{
|
||||
int xl,xh,yl,yh,bx,by;
|
||||
fixed_t x, y;
|
||||
sector_t *sec;
|
||||
|
||||
x = actor->x;
|
||||
y = actor->y;
|
||||
|
||||
tmfbbox[BOXTOP] = y + actor->radius;
|
||||
tmfbbox[BOXBOTTOM] = y - actor->radius;
|
||||
tmfbbox[BOXRIGHT] = x + actor->radius;
|
||||
tmfbbox[BOXLEFT] = x - actor->radius;
|
||||
FBoundingBox box(x, y, actor->radius);
|
||||
|
||||
sec = P_PointInSector (x, y);
|
||||
tmffloorz = tmfdropoffz = sec->floorplane.ZatPoint (x, y);
|
||||
|
@ -242,18 +236,15 @@ void P_FindFloorCeiling (AActor *actor)
|
|||
tmffloorsector = sec;
|
||||
tmfceilingpic = sec->ceilingpic;
|
||||
tmfceilingsector = sec;
|
||||
tmfthing = actor;
|
||||
validcount++;
|
||||
|
||||
xl = (tmfbbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
xh = (tmfbbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
yl = (tmfbbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
yh = (tmfbbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
if (!P_BlockLinesIterator (bx, by, PIT_FindFloorCeiling))
|
||||
return;
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
PIT_FindFloorCeiling(ld, actor, box, x, y);
|
||||
}
|
||||
|
||||
if (tmftouchmidtex) tmfdropoffz = tmffloorz;
|
||||
}
|
||||
|
@ -340,10 +331,10 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
tmy = y;
|
||||
tmz = z;
|
||||
|
||||
tmfbbox[BOXTOP] = tmbbox[BOXTOP] = y + tmthing->radius;
|
||||
tmfbbox[BOXBOTTOM] = tmbbox[BOXBOTTOM] = y - tmthing->radius;
|
||||
tmfbbox[BOXRIGHT] = tmbbox[BOXRIGHT] = x + tmthing->radius;
|
||||
tmfbbox[BOXLEFT] = tmbbox[BOXLEFT] = x - tmthing->radius;
|
||||
tmbbox[BOXTOP] = y + tmthing->radius;
|
||||
tmbbox[BOXBOTTOM] = y - tmthing->radius;
|
||||
tmbbox[BOXRIGHT] = x + tmthing->radius;
|
||||
tmbbox[BOXLEFT] = x - tmthing->radius;
|
||||
|
||||
newsec = P_PointInSector (x,y);
|
||||
ceilingline = NULL;
|
||||
|
@ -356,7 +347,6 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
tmffloorsector = newsec;
|
||||
tmfceilingpic = newsec->ceilingpic;
|
||||
tmfceilingsector = newsec;
|
||||
tmfthing = tmthing;
|
||||
|
||||
validcount++;
|
||||
spechit.Clear ();
|
||||
|
@ -364,21 +354,13 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
|
||||
StompAlwaysFrags = tmthing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
|
||||
|
||||
// stomp on any things contacted
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
FBoundingBox box(x, y, thing->radius);
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
for (bx=xl ; bx<=xh ; bx++)
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
for (by=yl ; by<=yh ; by++)
|
||||
{
|
||||
if (!P_BlockLinesIterator(bx,by,PIT_FindFloorCeiling))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
PIT_FindFloorCeiling(ld, thing, box, x, y);
|
||||
}
|
||||
|
||||
if (tmftouchmidtex) tmfdropoffz = tmffloorz;
|
||||
|
@ -391,6 +373,13 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
int savecpic = tmffloorpic;
|
||||
fixed_t savedropoff = tmfdropoffz;
|
||||
|
||||
// stomp on any things contacted
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
|
||||
// stomp on any things contacted
|
||||
for (bx=xl ; bx<=xh ; bx++)
|
||||
{
|
||||
for (by=yl ; by<=yh ; by++)
|
||||
|
@ -609,54 +598,23 @@ int P_GetMoveFactor (const AActor *mo, int *frictionp)
|
|||
// MOVEMENT ITERATOR FUNCTIONS
|
||||
//
|
||||
|
||||
// // phares
|
||||
// PIT_CrossLine // |
|
||||
// Checks to see if a PE->LS trajectory line crosses a blocking // V
|
||||
// line. Returns false if it does.
|
||||
//
|
||||
// tmbbox holds the bounding box of the trajectory. If that box
|
||||
// does not touch the bounding box of the line in question,
|
||||
// then the trajectory is not blocked. If the PE is on one side
|
||||
// of the line and the LS is on the other side, then the
|
||||
// trajectory is blocked.
|
||||
//
|
||||
// Currently this assumes an infinite line, which is not quite
|
||||
// correct. A more correct solution would be to check for an
|
||||
// intersection of the trajectory and the line, but that takes
|
||||
// longer and probably really isn't worth the effort.
|
||||
//
|
||||
|
||||
static // killough 3/26/98: make static
|
||||
bool PIT_CrossLine (line_t* ld)
|
||||
{
|
||||
if (!(ld->flags & ML_TWOSIDED) ||
|
||||
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
|
||||
if (!(tmbbox[BOXLEFT] > ld->bbox[BOXRIGHT] ||
|
||||
tmbbox[BOXRIGHT] < ld->bbox[BOXLEFT] ||
|
||||
tmbbox[BOXTOP] < ld->bbox[BOXBOTTOM] ||
|
||||
tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
|
||||
if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
|
||||
return(false); // line blocks trajectory // ^
|
||||
return(true); // line doesn't block trajectory // |
|
||||
} // phares
|
||||
|
||||
//
|
||||
// PIT_CheckLine
|
||||
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
||||
//
|
||||
|
||||
static // killough 3/26/98: make static
|
||||
bool PIT_CheckLine (line_t *ld)
|
||||
bool PIT_CheckLine (line_t *ld, const FBoundingBox &box)
|
||||
{
|
||||
bool rail = false;
|
||||
|
||||
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|
||||
|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|
||||
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|
||||
|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
|
||||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||||
|| box.Left() >= ld->bbox[BOXRIGHT]
|
||||
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
||||
|| box.Bottom() >= ld->bbox[BOXTOP] )
|
||||
return true;
|
||||
|
||||
if (P_BoxOnLineSide (tmbbox, ld) != -1)
|
||||
if (box.BoxOnLineSide (ld) != -1)
|
||||
return true;
|
||||
|
||||
// A line has been hit
|
||||
|
@ -1113,51 +1071,6 @@ bool PIT_CheckThing (AActor *thing)
|
|||
// return !(thing->flags & MF_SOLID); // old code -- killough
|
||||
}
|
||||
|
||||
// This routine checks for Lost Souls trying to be spawned // phares
|
||||
// across 1-sided lines, impassible lines, or "monsters can't // |
|
||||
// cross" lines. Draw an imaginary line between the PE // V
|
||||
// and the new Lost Soul spawn spot. If that line crosses
|
||||
// a 'blocking' line, then disallow the spawn. Only search
|
||||
// lines in the blocks of the blockmap where the bounding box
|
||||
// of the trajectory line resides. Then check bounding box
|
||||
// of the trajectory vs. the bounding box of each blocking
|
||||
// line to see if the trajectory and the blocking line cross.
|
||||
// Then check the PE and LS to see if they're on different
|
||||
// sides of the blocking line. If so, return true, otherwise
|
||||
// false.
|
||||
|
||||
bool Check_Sides(AActor* actor, int x, int y)
|
||||
{
|
||||
int bx,by,xl,xh,yl,yh;
|
||||
|
||||
pe_x = actor->x;
|
||||
pe_y = actor->y;
|
||||
ls_x = x;
|
||||
ls_y = y;
|
||||
|
||||
// Here is the bounding box of the trajectory
|
||||
|
||||
tmbbox[BOXLEFT] = pe_x < x ? pe_x : x;
|
||||
tmbbox[BOXRIGHT] = pe_x > x ? pe_x : x;
|
||||
tmbbox[BOXTOP] = pe_y > y ? pe_y : y;
|
||||
tmbbox[BOXBOTTOM] = pe_y < y ? pe_y : y;
|
||||
|
||||
// Determine which blocks to look in for blocking lines
|
||||
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
// xl->xh, yl->yh determine the mapblock set to search
|
||||
|
||||
validcount++; // prevents checking same line twice
|
||||
for (bx = xl ; bx <= xh ; bx++)
|
||||
for (by = yl ; by <= yh ; by++)
|
||||
if (!P_BlockLinesIterator(bx,by,PIT_CrossLine))
|
||||
return true; // ^
|
||||
return(false); // |
|
||||
} // phares
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -1286,10 +1199,12 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
tmx = x;
|
||||
tmy = y;
|
||||
|
||||
tmbbox[BOXTOP] = y + thing->radius;
|
||||
tmbbox[BOXBOTTOM] = y - thing->radius;
|
||||
tmbbox[BOXRIGHT] = x + thing->radius;
|
||||
tmbbox[BOXLEFT] = x - thing->radius;
|
||||
FBoundingBox box(x, y, thing->radius);
|
||||
|
||||
tmbbox[BOXTOP] = box.Top();
|
||||
tmbbox[BOXBOTTOM] = box.Bottom();
|
||||
tmbbox[BOXRIGHT] = box.Right();
|
||||
tmbbox[BOXLEFT] = box.Left();
|
||||
|
||||
newsec = P_PointInSector (x,y);
|
||||
ceilingline = BlockingLine = NULL;
|
||||
|
@ -1407,19 +1322,18 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
thing->height = realheight;
|
||||
if (tmflags & MF_NOCLIP)
|
||||
return (BlockingMobj = thingblocker) == NULL;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
fixed_t thingdropoffz = tmfloorz;
|
||||
//bool onthing = (thingdropoffz != tmdropoffz);
|
||||
tmfloorz = tmdropoffz;
|
||||
|
||||
for (bx=xl ; bx<=xh ; bx++)
|
||||
for (by=yl ; by<=yh ; by++)
|
||||
if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
|
||||
return false;
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
if (!PIT_CheckLine(ld, box)) return false;
|
||||
}
|
||||
|
||||
if (tmceilingz - tmfloorz < thing->height)
|
||||
return false;
|
||||
|
@ -4713,50 +4627,6 @@ void P_DelSeclist (msecnode_t *node)
|
|||
node = P_DelSecnode (node);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// phares 3/14/98
|
||||
//
|
||||
// PIT_GetSectors
|
||||
//
|
||||
// Locates all the sectors the object is in by looking at the lines that
|
||||
// cross through it. You have already decided that the object is allowed
|
||||
// at this location, so don't bother with checking impassable or
|
||||
// blocking lines.
|
||||
//=============================================================================
|
||||
|
||||
bool PIT_GetSectors (line_t *ld)
|
||||
{
|
||||
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
|
||||
tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
|
||||
tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
|
||||
tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
||||
return true;
|
||||
|
||||
if (P_BoxOnLineSide (tmbbox, ld) != -1)
|
||||
return true;
|
||||
|
||||
// This line crosses through the object.
|
||||
|
||||
// Collect the sector(s) from the line and add to the
|
||||
// sector_list you're examining. If the Thing ends up being
|
||||
// allowed to move to this position, then the sector_list
|
||||
// will be attached to the Thing's AActor at touching_sectorlist.
|
||||
|
||||
sector_list = P_AddSecnode (ld->frontsector,tmthing,sector_list);
|
||||
|
||||
// Don't assume all lines are 2-sided, since some Things
|
||||
// like MT_TFOG are allowed regardless of whether their radius takes
|
||||
// them beyond an impassable linedef.
|
||||
|
||||
// killough 3/27/98, 4/4/98:
|
||||
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
||||
|
||||
if (ld->backsector)
|
||||
sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// phares 3/14/98
|
||||
//
|
||||
|
@ -4768,18 +4638,8 @@ bool PIT_GetSectors (line_t *ld)
|
|||
|
||||
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
|
||||
{
|
||||
int xl, xh, yl, yh, bx, by;
|
||||
msecnode_t *node;
|
||||
|
||||
// [RH] Save old tm* values.
|
||||
AActor *thingsave = tmthing;
|
||||
int flagssave = tmflags;
|
||||
fixed_t xsave = tmx;
|
||||
fixed_t ysave = tmy;
|
||||
fixed_t bboxsave[4];
|
||||
|
||||
memcpy (bboxsave, tmbbox, sizeof(bboxsave));
|
||||
|
||||
// First, clear out the existing m_thing fields. As each node is
|
||||
// added or verified as needed, m_thing will be set properly. When
|
||||
// finished, delete all nodes where m_thing is still NULL. These
|
||||
|
@ -4792,27 +4652,40 @@ void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
|
|||
node = node->m_tnext;
|
||||
}
|
||||
|
||||
tmthing = thing;
|
||||
tmflags = thing->flags;
|
||||
FBoundingBox box(thing->x, thing->y, thing->radius);
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
tmx = x;
|
||||
tmy = y;
|
||||
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;
|
||||
|
||||
tmbbox[BOXTOP] = y + tmthing->radius;
|
||||
tmbbox[BOXBOTTOM] = y - tmthing->radius;
|
||||
tmbbox[BOXRIGHT] = x + tmthing->radius;
|
||||
tmbbox[BOXLEFT] = x - tmthing->radius;
|
||||
if (box.BoxOnLineSide (ld) != -1)
|
||||
continue;
|
||||
|
||||
validcount++; // used to make sure we only process a line once
|
||||
// This line crosses through the object.
|
||||
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
// Collect the sector(s) from the line and add to the
|
||||
// sector_list you're examining. If the Thing ends up being
|
||||
// allowed to move to this position, then the sector_list
|
||||
// will be attached to the Thing's AActor at touching_sectorlist.
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
P_BlockLinesIterator (bx,by,PIT_GetSectors);
|
||||
sector_list = P_AddSecnode (ld->frontsector,thing,sector_list);
|
||||
|
||||
// Don't assume all lines are 2-sided, since some Things
|
||||
// like MT_TFOG are allowed regardless of whether their radius takes
|
||||
// them beyond an impassable linedef.
|
||||
|
||||
// killough 3/27/98, 4/4/98:
|
||||
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
||||
|
||||
if (ld->backsector)
|
||||
sector_list = P_AddSecnode(ld->backsector, thing, sector_list);
|
||||
}
|
||||
|
||||
// Add the sector of the (x,y) point to sector_list.
|
||||
|
||||
|
@ -4835,13 +4708,6 @@ void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
|
|||
node = node->m_tnext;
|
||||
}
|
||||
}
|
||||
|
||||
// [RH] Restore old tm* values.
|
||||
tmthing = thingsave;
|
||||
tmflags = flagssave;
|
||||
tmx = xsave;
|
||||
tmy = ysave;
|
||||
memcpy (tmbbox, bboxsave, sizeof(bboxsave));
|
||||
}
|
||||
|
||||
void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
|
||||
|
|
165
src/p_maputl.cpp
165
src/p_maputl.cpp
|
@ -677,76 +677,120 @@ void FBlockNode::Release ()
|
|||
|
||||
|
||||
//
|
||||
// P_BlockLinesIterator
|
||||
// The validcount flags are used to avoid checking lines
|
||||
// that are marked in multiple mapblocks,
|
||||
// so increment validcount before the first call
|
||||
// to P_BlockLinesIterator, then make one or more calls
|
||||
// to it.
|
||||
// FBlockLinesIterator
|
||||
//
|
||||
extern polyblock_t **PolyBlockMap;
|
||||
|
||||
bool P_BlockLinesIterator (int x, int y, bool(*func)(line_t*))
|
||||
FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount)
|
||||
{
|
||||
if (x<0 || y<0 || x>=bmapwidth || y>=bmapheight)
|
||||
{
|
||||
return true;
|
||||
if (!keepvalidcount) validcount++;
|
||||
minx = _minx;
|
||||
maxx = _maxx;
|
||||
miny = _miny;
|
||||
maxy = _maxy;
|
||||
Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
int offset;
|
||||
int *list;
|
||||
|
||||
/* [RH] Polyobj stuff from Hexen --> */
|
||||
polyblock_t *polyLink;
|
||||
FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
|
||||
{
|
||||
validcount++;
|
||||
maxy = (box.Top() - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
miny = (box.Bottom() - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
maxx = (box.Right() - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
minx = (box.Left() - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
Reset();
|
||||
}
|
||||
|
||||
offset = y*bmapwidth + x;
|
||||
if (PolyBlockMap)
|
||||
{
|
||||
polyLink = PolyBlockMap[offset];
|
||||
while (polyLink)
|
||||
{
|
||||
if (polyLink->polyobj && polyLink->polyobj->validcount != validcount)
|
||||
{
|
||||
int i;
|
||||
seg_t **tempSeg = polyLink->polyobj->segs;
|
||||
polyLink->polyobj->validcount = validcount;
|
||||
|
||||
for (i = polyLink->polyobj->numsegs; i; i--, tempSeg++)
|
||||
void FBlockLinesIterator::StartBlock(int x, int y)
|
||||
{
|
||||
if ((*tempSeg)->linedef->validcount != validcount)
|
||||
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
|
||||
{
|
||||
(*tempSeg)->linedef->validcount = validcount;
|
||||
if (!func ((*tempSeg)->linedef))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
polyLink = polyLink->next;
|
||||
}
|
||||
}
|
||||
/* <-- Polyobj stuff from Hexen */
|
||||
|
||||
offset = *(blockmap + offset);
|
||||
curx = x;
|
||||
cury = y;
|
||||
int offset = y*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.
|
||||
for (list = blockmaplump + offset + 1; *list != -1; list++)
|
||||
list = blockmaplump + *(blockmap + offset) + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// invalid block
|
||||
list = NULL;
|
||||
polyLink = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
line_t *FBlockLinesIterator::Next()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
while (polyLink != NULL)
|
||||
{
|
||||
if (polyLink->polyobj)
|
||||
{
|
||||
if (polyIndex == 0)
|
||||
{
|
||||
if (polyLink->polyobj->validcount == validcount)
|
||||
{
|
||||
polyLink = polyLink->next;
|
||||
continue;
|
||||
}
|
||||
polyLink->polyobj->validcount = validcount;
|
||||
}
|
||||
|
||||
seg_t *seg = polyLink->polyobj->segs[polyIndex];
|
||||
|
||||
if (++polyIndex >= polyLink->polyobj->numsegs)
|
||||
{
|
||||
polyLink = polyLink->next;
|
||||
polyIndex = 0;
|
||||
}
|
||||
|
||||
line_t *ld = seg->linedef;
|
||||
if (ld->validcount == validcount)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
ld->validcount = validcount;
|
||||
return ld;
|
||||
}
|
||||
}
|
||||
else polyLink = polyLink->next;
|
||||
}
|
||||
|
||||
if (list != NULL)
|
||||
{
|
||||
while (*list != -1)
|
||||
{
|
||||
line_t *ld = &lines[*list];
|
||||
|
||||
if (ld->validcount != validcount)
|
||||
{
|
||||
ld->validcount = validcount;
|
||||
return ld;
|
||||
}
|
||||
else
|
||||
{
|
||||
list++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( !func(ld) )
|
||||
return false;
|
||||
if (++curx > maxx)
|
||||
{
|
||||
curx = minx;
|
||||
if (++cury > maxy) return NULL;
|
||||
}
|
||||
StartBlock(curx, cury);
|
||||
}
|
||||
}
|
||||
return true; // everything was checked
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
|
@ -829,7 +873,12 @@ int ptflags;
|
|||
// are on opposite sides of the trace.
|
||||
// Returns true if earlyout and a solid line hit.
|
||||
//
|
||||
bool PIT_AddLineIntercepts (line_t *ld)
|
||||
void P_AddLineIntercepts(int bx, int by)
|
||||
{
|
||||
FBlockLinesIterator it(bx, by, bx, by, true);
|
||||
line_t *ld;
|
||||
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
int s1;
|
||||
int s2;
|
||||
|
@ -851,16 +900,15 @@ bool PIT_AddLineIntercepts (line_t *ld)
|
|||
s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
|
||||
}
|
||||
|
||||
if (s1 == s2)
|
||||
return true; // line isn't crossed
|
||||
if (s1 == s2) continue; // line isn't crossed
|
||||
|
||||
// hit the line
|
||||
P_MakeDivline (ld, &dl);
|
||||
frac = P_InterceptVector (&trace, &dl);
|
||||
|
||||
if (frac < 0)
|
||||
return true; // behind source
|
||||
if (frac < 0) continue; // behind source
|
||||
|
||||
/* unused code
|
||||
// try to early out the check
|
||||
if (earlyout
|
||||
&& frac < FRACUNIT
|
||||
|
@ -868,6 +916,7 @@ bool PIT_AddLineIntercepts (line_t *ld)
|
|||
{
|
||||
return false; // stop checking
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
intercept_t newintercept;
|
||||
|
@ -876,10 +925,8 @@ bool PIT_AddLineIntercepts (line_t *ld)
|
|||
newintercept.isaline = true;
|
||||
newintercept.d.line = ld;
|
||||
intercepts.Push (newintercept);
|
||||
|
||||
return true; // continue
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
|
@ -1145,8 +1192,7 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
{
|
||||
if (flags & PT_ADDLINES)
|
||||
{
|
||||
if (!P_BlockLinesIterator (mapx, mapy, PIT_AddLineIntercepts))
|
||||
return false; // early out
|
||||
P_AddLineIntercepts(mapx, mapy);
|
||||
}
|
||||
|
||||
if (flags & PT_ADDTHINGS)
|
||||
|
@ -1184,9 +1230,8 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
// be checked.
|
||||
if (flags & PT_ADDLINES)
|
||||
{
|
||||
if (!P_BlockLinesIterator (mapx + mapxstep, mapy, PIT_AddLineIntercepts) ||
|
||||
!P_BlockLinesIterator (mapx, mapy + mapystep, PIT_AddLineIntercepts))
|
||||
return false; // early out
|
||||
P_AddLineIntercepts(mapx + mapxstep, mapy);
|
||||
P_AddLineIntercepts(mapx, mapy + mapystep);
|
||||
}
|
||||
|
||||
if (flags & PT_ADDTHINGS)
|
||||
|
@ -1330,3 +1375,5 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
|
|||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -3642,6 +3642,7 @@ APlayerPawn *P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
|
|||
p->damagecount = 0;
|
||||
p->bonuscount = 0;
|
||||
p->morphTics = 0;
|
||||
p->MorphedPlayerClass = 0;
|
||||
p->extralight = 0;
|
||||
p->fixedcolormap = 0;
|
||||
p->viewheight = mobj->ViewHeight;
|
||||
|
|
|
@ -242,6 +242,7 @@ player_s::player_s()
|
|||
attacker(0),
|
||||
extralight(0),
|
||||
morphTics(0),
|
||||
MorphedPlayerClass(0),
|
||||
PremorphWeapon(0),
|
||||
chickenPeck(0),
|
||||
jumpTics(0),
|
||||
|
@ -2415,6 +2416,7 @@ void player_s::Serialize (FArchive &arc)
|
|||
<< extralight
|
||||
<< fixedcolormap
|
||||
<< morphTics
|
||||
<< MorphedPlayerClass
|
||||
<< PremorphWeapon
|
||||
<< chickenPeck
|
||||
<< jumpTics
|
||||
|
|
|
@ -1068,7 +1068,6 @@ static bool CheckMobjBlocking (seg_t *seg, polyobj_t *po)
|
|||
AActor *mobj;
|
||||
int i, j, k;
|
||||
int left, right, top, bottom;
|
||||
fixed_t tmbbox[4];
|
||||
line_t *ld;
|
||||
bool blocked;
|
||||
|
||||
|
@ -1110,19 +1109,16 @@ static bool CheckMobjBlocking (seg_t *seg, polyobj_t *po)
|
|||
checker.Push (mobj);
|
||||
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
|
||||
{
|
||||
tmbbox[BOXTOP] = mobj->y+mobj->radius;
|
||||
tmbbox[BOXBOTTOM] = mobj->y-mobj->radius;
|
||||
tmbbox[BOXLEFT] = mobj->x-mobj->radius;
|
||||
tmbbox[BOXRIGHT] = mobj->x+mobj->radius;
|
||||
FBoundingBox box(mobj->x, mobj->y, mobj->radius);
|
||||
|
||||
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|
||||
|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|
||||
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|
||||
|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
||||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||||
|| box.Left() >= ld->bbox[BOXRIGHT]
|
||||
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
||||
|| box.Bottom() >= ld->bbox[BOXTOP])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (P_BoxOnLineSide(tmbbox, ld) != -1)
|
||||
if (box.BoxOnLineSide(ld) != -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -35,7 +35,6 @@
|
|||
#define __V_VIDEO_H__
|
||||
|
||||
#include "doomtype.h"
|
||||
#include "m_bbox.h"
|
||||
|
||||
#include "v_palette.h"
|
||||
#include "v_font.h"
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 879
|
||||
#define MINSAVEVER 887
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
Loading…
Reference in a new issue