- 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:
Christoph Oelckers 2008-04-06 17:33:43 +00:00
parent d938121378
commit ebd17de30a
16 changed files with 400 additions and 431 deletions

View file

@ -1,4 +1,17 @@
April 6, 2008 (Changes by Graf Zahl)
- 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.
- Added a NOTIMEFREEZE flag that excludes actors from being affected by
the time freezer powerup.
- Changed: Empty pickup messages are no longer printed.

View file

@ -124,6 +124,17 @@ typedef struct _GUID
} GUID;
#endif
// Bounding box coordinate storage.
enum
{
BOXTOP,
BOXBOTTOM,
BOXLEFT,
BOXRIGHT
}; // bbox coordinates
//
// Fixed point, 32bit as 16.16.
//

View file

@ -4,6 +4,8 @@
#include "p_local.h"
#include "a_doomglobal.h"
#include "a_action.h"
#include "templates.h"
#include "m_bbox.h"
#include "thingdef/thingdef.h"
void A_PainAttack (AActor *);
@ -23,6 +25,7 @@ static const PClass *GetSpawnType()
return spawntype;
}
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
@ -80,9 +83,24 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
// wall or an impassible line, or a "monsters can't cross" line.// |
// If it is, then we don't allow the spawn. // V
if (Check_Sides (self, x, y))
FBoundingBox box(MIN(self->x, x), MIN(self->y, y), MAX(self->x, x), MAX(self->y, y));
FBlockLinesIterator it(box);
line_t *ld;
while ((ld = it.Next()))
{
return;
if (!(ld->flags & ML_TWOSIDED) ||
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
{
if (!(box.Left() > ld->bbox[BOXRIGHT] ||
box.Right() < ld->bbox[BOXLEFT] ||
box.Top() < ld->bbox[BOXBOTTOM] ||
box.Bottom() > ld->bbox[BOXTOP]))
{
if (P_PointOnLineSide(self->x,self->y,ld) != P_PointOnLineSide(x,y,ld))
return; // line blocks trajectory // ^
}
}
}
other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);

View file

@ -41,6 +41,7 @@ bool AArtiTomeOfPower::Use (bool pickup)
else
{ // Succeeded
Owner->player->morphTics = 0;
Owner->player->MorphedPlayerClass = 0;
S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_IDLE);
}
return true;

View file

@ -199,6 +199,7 @@ bool P_UndoPlayerMorph (player_t *player, bool force)
mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
player->morphTics = 0;
player->MorphedPlayerClass = 0;
player->viewheight = mo->ViewHeight;
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
if (level2 != NULL)

View file

@ -25,17 +25,7 @@
//-----------------------------------------------------------------------------
#include "m_bbox.h"
FBoundingBox::FBoundingBox ()
{
ClearBox ();
}
void FBoundingBox::ClearBox ()
{
m_Box[BOXTOP] = m_Box[BOXRIGHT] = FIXED_MIN;
m_Box[BOXBOTTOM] = m_Box[BOXLEFT] = FIXED_MAX;
}
#include "p_local.h"
void FBoundingBox::AddToBox (fixed_t x, fixed_t y)
{
@ -50,6 +40,11 @@ void FBoundingBox::AddToBox (fixed_t x, fixed_t y)
m_Box[BOXTOP] = y;
}
int FBoundingBox::BoxOnLineSide (const line_t *ld) const
{
return P_BoxOnLineSide(m_Box, ld);
}

View file

@ -25,29 +25,46 @@
#include "doomtype.h"
#include "m_fixed.h"
// Bounding box coordinate storage.
enum
{
BOXTOP,
BOXBOTTOM,
BOXLEFT,
BOXRIGHT
}; // bbox coordinates
struct line_t;
class FBoundingBox
{
public:
FBoundingBox();
FBoundingBox()
{
ClearBox();
}
FBoundingBox(fixed_t left, fixed_t bottom, fixed_t right, fixed_t top)
{
m_Box[BOXTOP] = top;
m_Box[BOXLEFT] = left;
m_Box[BOXRIGHT] = right;
m_Box[BOXBOTTOM] = bottom;
}
FBoundingBox(fixed_t x, fixed_t y, fixed_t radius)
{
m_Box[BOXTOP] = y + radius;
m_Box[BOXLEFT] = x - radius;
m_Box[BOXRIGHT] = x + radius;
m_Box[BOXBOTTOM] = y - radius;
}
void ClearBox ()
{
m_Box[BOXTOP] = m_Box[BOXRIGHT] = FIXED_MIN;
m_Box[BOXBOTTOM] = m_Box[BOXLEFT] = FIXED_MAX;
}
void ClearBox ();
void AddToBox (fixed_t x, fixed_t y);
inline fixed_t Top () { return m_Box[BOXTOP]; }
inline fixed_t Bottom () { return m_Box[BOXBOTTOM]; }
inline fixed_t Left () { return m_Box[BOXLEFT]; }
inline fixed_t Right () { return m_Box[BOXRIGHT]; }
inline fixed_t Top () const { return m_Box[BOXTOP]; }
inline fixed_t Bottom () const { return m_Box[BOXBOTTOM]; }
inline fixed_t Left () const { return m_Box[BOXLEFT]; }
inline fixed_t Right () const { return m_Box[BOXRIGHT]; }
int BoxOnLineSide (const line_t *ld) const;
protected:
fixed_t m_Box[4];

View file

@ -32,6 +32,7 @@
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "m_bbox.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "s_sound.h"
@ -603,7 +604,9 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
}
// try other directions
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
{
if ((pr_newchasedir() > 200 || abs(deltay) > abs(deltax)))
{
swap (d[1], d[2]);
}
@ -612,6 +615,7 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
d[1] = DI_NODIR;
if (d[2] == turnaround)
d[2] = DI_NODIR;
}
if (d[1] != DI_NODIR)
{
@ -630,6 +634,8 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
return;
}
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
{
// there is no direct path to the player, so pick another direction.
if (olddir != DI_NODIR)
{
@ -637,6 +643,7 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
if (P_TryWalk (actor))
return;
}
}
// randomly determine direction of search
if (pr_newchasedir() & 1)
@ -688,51 +695,6 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
// hang over dropoffs.
//=============================================================================
struct avoiddropoff_t
{
AActor * thing;
fixed_t deltax;
fixed_t deltay;
fixed_t floorx;
fixed_t floory;
fixed_t floorz;
fixed_t t_bbox[4];
} a;
static bool PIT_AvoidDropoff(line_t *line)
{
if (line->backsector && // Ignore one-sided linedefs
a.t_bbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
a.t_bbox[BOXLEFT] < line->bbox[BOXRIGHT] &&
a.t_bbox[BOXTOP] > line->bbox[BOXBOTTOM] && // Linedef must be contacted
a.t_bbox[BOXBOTTOM] < line->bbox[BOXTOP] &&
P_BoxOnLineSide(a.t_bbox, line) == -1)
{
fixed_t front = line->frontsector->floorplane.ZatPoint(a.floorx,a.floory);
fixed_t back = line->backsector->floorplane.ZatPoint(a.floorx,a.floory);
angle_t angle;
// The monster must contact one of the two floors,
// and the other must be a tall dropoff.
if (back == a.floorz && front < a.floorz - a.thing->MaxDropOffHeight)
{
angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
}
else if (front == a.floorz && back < a.floorz - a.thing->MaxDropOffHeight)
{
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
}
else return true;
// Move away from dropoff at a standard speed.
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
a.deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
a.deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
}
return true;
}
//=============================================================================
//
// P_NewChaseDir
@ -777,26 +739,46 @@ void P_NewChaseDir(AActor * actor)
!(actor->flags2 & MF2_ONMOBJ) &&
!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
{
a.thing = actor;
a.deltax = a.deltay = 0;
a.floorx = actor->x;
a.floory = actor->y;
a.floorz = actor->z;
FBoundingBox box(actor->x, actor->y, actor->radius);
FBlockLinesIterator it(box);
line_t *line;
int yh=((a.t_bbox[BOXTOP] = actor->y+actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
int yl=((a.t_bbox[BOXBOTTOM]= actor->y-actor->radius)-bmaporgy)>>MAPBLOCKSHIFT;
int xh=((a.t_bbox[BOXRIGHT] = actor->x+actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
int xl=((a.t_bbox[BOXLEFT] = actor->x-actor->radius)-bmaporgx)>>MAPBLOCKSHIFT;
int bx, by;
fixed_t deltax = 0;
fixed_t deltay = 0;
while ((line = it.Next()))
{
if (line->backsector && // Ignore one-sided linedefs
box.Right() > line->bbox[BOXLEFT] &&
box.Left() < line->bbox[BOXRIGHT] &&
box.Top() > line->bbox[BOXBOTTOM] && // Linedef must be contacted
box.Bottom() < line->bbox[BOXTOP] &&
box.BoxOnLineSide(line) == -1)
{
fixed_t front = line->frontsector->floorplane.ZatPoint(actor->x,actor->y);
fixed_t back = line->backsector->floorplane.ZatPoint(actor->x,actor->y);
angle_t angle;
// check lines
// The monster must contact one of the two floors,
// and the other must be a tall dropoff.
validcount++;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
P_BlockLinesIterator(bx, by, PIT_AvoidDropoff); // all contacted lines
if (back == actor->z && front < actor->z - actor->MaxDropOffHeight)
{
angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
}
else if (front == actor->z && back < actor->z - actor->MaxDropOffHeight)
{
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
}
else continue;
if (a.deltax || a.deltay)
// Move away from dropoff at a standard speed.
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
}
}
if (deltax || deltay)
{
// [Graf Zahl] I have changed P_TryMove to only apply this logic when
// being called from here. AVOIDINGDROPOFF activates the code that
@ -806,7 +788,7 @@ void P_NewChaseDir(AActor * actor)
// use different dropoff movement logic in P_TryMove
actor->flags5|=MF5_AVOIDINGDROPOFF;
P_DoNewChaseDir(actor, a.deltax, a.deltay);
P_DoNewChaseDir(actor, deltax, deltay);
actor->flags5&=~MF5_AVOIDINGDROPOFF;
// If moving away from dropoff, set movecount to 1 so that

View file

@ -234,7 +234,27 @@ struct FLineOpening
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);
bool P_BlockLinesIterator (int x, int y, bool(*func)(line_t*));
class FBoundingBox;
class FBlockLinesIterator
{
int minx, maxx;
int miny, maxy;
int curx, cury;
polyblock_t *polyLink;
int polyIndex;
int *list;
void StartBlock(int x, int y);
public:
FBlockLinesIterator(int minx, int miny, int maxx, int maxy, bool keepvalidcount = false);
FBlockLinesIterator(const FBoundingBox &box);
line_t *Next();
void Reset() { StartBlock(minx, miny); }
};
bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *> &checkarray, AActor *start=NULL);

View file

@ -100,8 +100,6 @@ int tmceilingpic;
sector_t *tmceilingsector;
bool tmtouchmidtex;
static fixed_t tmfbbox[4];
static AActor *tmfthing;
fixed_t tmffloorz;
fixed_t tmfceilingz;
fixed_t tmfdropoffz;
@ -142,15 +140,15 @@ AActor *LastRipped;
//
//==========================================================================
static bool PIT_FindFloorCeiling (line_t *ld)
static bool PIT_FindFloorCeiling (line_t *ld, AActor *tmfthing, const FBoundingBox &box, fixed_t tmx, fixed_t tmy)
{
if (tmfbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| tmfbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| tmfbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|| tmfbbox[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 (tmfbbox, ld) != -1)
if (box.BoxOnLineSide (ld) != -1)
return true;
// A line has been hit
@ -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)

View file

@ -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;
}

View file

@ -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;

View file

@ -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

View file

@ -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;
}

View file

@ -35,7 +35,6 @@
#define __V_VIDEO_H__
#include "doomtype.h"
#include "m_bbox.h"
#include "v_palette.h"
#include "v_font.h"

View file

@ -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