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082042818b
This is necessary because otherwise the level data cannot be serialized before the actors.
422 lines
No EOL
9.6 KiB
C++
422 lines
No EOL
9.6 KiB
C++
#ifndef __P_MAPUTL_H
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#define __P_MAPUTL_H
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#include <float.h>
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#include "r_defs.h"
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#include "doomstat.h"
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#include "m_bbox.h"
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extern int validcount;
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struct divline_t
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{
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double x;
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double y;
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double dx;
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double dy;
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};
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struct intercept_t
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{
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double frac;
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bool isaline;
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bool done;
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union {
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AActor *thing;
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line_t *line;
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} d;
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};
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//==========================================================================
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//
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// P_PointOnLineSide
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//
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// Returns 0 (front/on) or 1 (back)
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// [RH] inlined, stripped down, and made more precise
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//
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//==========================================================================
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inline int P_PointOnLineSidePrecise(double x, double y, const line_t *line)
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{
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return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > -EQUAL_EPSILON;
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}
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inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
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{
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return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > -EQUAL_EPSILON;
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}
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inline int P_PointOnLineSide (double x, double y, const line_t *line)
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{
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extern int P_VanillaPointOnLineSide(double x, double y, const line_t* line);
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return i_compatflags2 & COMPATF2_POINTONLINE
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? P_VanillaPointOnLineSide(x, y, line) : P_PointOnLineSidePrecise(x, y, line);
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}
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inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
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{
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return P_PointOnLineSide(p.X, p.Y, line);
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}
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//==========================================================================
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//
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// P_PointOnDivlineSideCompat
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//
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// Same as P_PointOnLineSide except it uses divlines
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// [RH] inlined, stripped down, and made more precise
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//
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//==========================================================================
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inline int P_PointOnDivlineSide(double x, double y, const divline_t *line)
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{
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return (y - line->y) * line->dx + (line->x - x) * line->dy > -EQUAL_EPSILON;
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}
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inline int P_PointOnDivlineSide(const DVector2 &pos, const divline_t *line)
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{
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return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > -EQUAL_EPSILON;
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}
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//==========================================================================
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//
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// P_MakeDivline
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//
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//==========================================================================
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inline void P_MakeDivline(const line_t *li, divline_t *dl)
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{
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dl->x = li->v1->fX();
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dl->y = li->v1->fY();
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dl->dx = li->Delta().X;
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dl->dy = li->Delta().Y;
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}
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struct FLineOpening
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{
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double top;
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double bottom;
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double range;
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double lowfloor;
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sector_t *bottomsec;
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sector_t *topsec;
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FTextureID ceilingpic;
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FTextureID floorpic;
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secplane_t frontfloorplane;
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secplane_t backfloorplane;
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int floorterrain;
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bool touchmidtex;
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bool abovemidtex;
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};
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static const double LINEOPEN_MIN = -FLT_MAX;
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static const double LINEOPEN_MAX = FLT_MAX;
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void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, const DVector2 &xy, const DVector2 *ref = NULL, int flags = 0);
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inline void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, const DVector2 &xy, const DVector3 *ref, int flags = 0)
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{
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P_LineOpening(open, thing, linedef, xy, reinterpret_cast<const DVector2*>(ref), flags);
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}
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class FBoundingBox;
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struct polyblock_t;
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//============================================================================
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//
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// This is a dynamic array which holds its first MAX_STATIC entries in normal
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// variables to avoid constant allocations which this would otherwise
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// require.
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//
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// When collecting touched portal groups the normal cases are either
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// no portals == one group or
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// two portals = two groups
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//
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// Anything with more can happen but far less infrequently, so this
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// organization helps avoiding the overhead from heap allocations
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// in the vast majority of situations.
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//
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//============================================================================
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struct FPortalGroupArray
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{
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// Controls how groups are connected
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enum
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{
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PGA_NoSectorPortals,// only collect line portals
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PGA_CheckPosition, // only collects sector portals at the actual position
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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.)
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};
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enum
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{
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LOWER = 0x4000,
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UPPER = 0x8000,
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FLAT = 0xc000,
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};
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enum
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{
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MAX_STATIC = 4
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};
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FPortalGroupArray(int collectionmethod = PGA_CheckPosition)
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{
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method = collectionmethod;
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varused = 0;
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inited = false;
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}
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void Clear()
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{
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data.Clear();
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varused = 0;
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inited = false;
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}
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void Add(DWORD num)
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{
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if (varused < MAX_STATIC) entry[varused++] = (WORD)num;
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else data.Push((WORD)num);
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}
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unsigned Size()
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{
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return varused + data.Size();
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}
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DWORD operator[](unsigned index)
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{
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return index < MAX_STATIC ? entry[index] : data[index - MAX_STATIC];
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}
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bool inited;
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int method;
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private:
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WORD entry[MAX_STATIC];
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BYTE varused;
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TArray<WORD> data;
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};
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class FBlockLinesIterator
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{
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friend class FMultiBlockLinesIterator;
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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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FBlockLinesIterator() {}
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void init(const FBoundingBox &box);
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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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class FMultiBlockLinesIterator
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{
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FPortalGroupArray &checklist;
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DVector3 checkpoint;
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DVector2 offset;
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sector_t *startsector;
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sector_t *cursector;
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short basegroup;
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short portalflags;
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short index;
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bool continueup;
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bool continuedown;
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FBlockLinesIterator blockIterator;
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FBoundingBox bbox;
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bool GoUp(double x, double y);
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bool GoDown(double x, double y);
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void startIteratorForGroup(int group);
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public:
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struct CheckResult
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{
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line_t *line;
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DVector3 Position;
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int portalflags;
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};
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FMultiBlockLinesIterator(FPortalGroupArray &check, AActor *origin, double checkradius = -1);
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FMultiBlockLinesIterator(FPortalGroupArray &check, double checkx, double checky, double checkz, double checkh, double checkradius, sector_t *newsec);
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bool Next(CheckResult *item);
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void Reset();
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// for stopping group traversal through portals. Only the calling code can decide whether this is needed so this needs to be set from the outside.
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void StopUp()
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{
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continueup = false;
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}
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void StopDown()
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{
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continuedown = false;
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}
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const FBoundingBox &Box() const
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{
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return bbox;
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}
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};
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class FBlockThingsIterator
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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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FBlockNode *block;
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int Buckets[32];
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struct HashEntry
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{
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AActor *Actor;
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int Next;
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};
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HashEntry FixedHash[10];
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int NumFixedHash;
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TArray<HashEntry> DynHash;
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HashEntry *GetHashEntry(int i) { return i < (int)countof(FixedHash) ? &FixedHash[i] : &DynHash[i - countof(FixedHash)]; }
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void StartBlock(int x, int y);
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void SwitchBlock(int x, int y);
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void ClearHash();
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// The following is only for use in the path traverser
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// and therefore declared private.
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FBlockThingsIterator();
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friend class FPathTraverse;
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friend class FMultiBlockThingsIterator;
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public:
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FBlockThingsIterator(int minx, int miny, int maxx, int maxy);
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FBlockThingsIterator(const FBoundingBox &box)
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{
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init(box);
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}
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void init(const FBoundingBox &box);
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AActor *Next(bool centeronly = false);
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void Reset() { StartBlock(minx, miny); }
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};
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class FMultiBlockThingsIterator
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{
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FPortalGroupArray &checklist;
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DVector3 checkpoint;
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short basegroup;
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short portalflags;
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short index;
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FBlockThingsIterator blockIterator;
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FBoundingBox bbox;
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void startIteratorForGroup(int group);
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public:
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struct CheckResult
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{
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AActor *thing;
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DVector3 Position;
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int portalflags;
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};
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FMultiBlockThingsIterator(FPortalGroupArray &check, AActor *origin, double checkradius = -1, bool ignorerestricted = false);
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FMultiBlockThingsIterator(FPortalGroupArray &check, double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted, sector_t *newsec);
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bool Next(CheckResult *item);
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void Reset();
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const FBoundingBox &Box() const
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{
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return bbox;
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}
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};
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class FPathTraverse
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{
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protected:
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static TArray<intercept_t> intercepts;
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divline_t trace;
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double Startfrac;
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unsigned int intercept_index;
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unsigned int intercept_count;
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unsigned int count;
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virtual void AddLineIntercepts(int bx, int by);
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virtual void AddThingIntercepts(int bx, int by, FBlockThingsIterator &it, bool compatible);
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FPathTraverse() {}
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public:
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intercept_t *Next();
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FPathTraverse(double x1, double y1, double x2, double y2, int flags, double startfrac = 0)
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{
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init(x1, y1, x2, y2, flags, startfrac);
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}
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void init(double x1, double y1, double x2, double y2, int flags, double startfrac = 0);
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int PortalRelocate(intercept_t *in, int flags, DVector3 *optpos = NULL);
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void PortalRelocate(const DVector2 &disp, int flags, double hitfrac);
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virtual ~FPathTraverse();
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const divline_t &Trace() const { return trace; }
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inline DVector2 InterceptPoint(const intercept_t *in)
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{
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return
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{
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trace.x + trace.dx * in->frac,
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trace.y + trace.dy * in->frac
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};
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}
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};
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//============================================================================
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//
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// A traverser that uses the portal blockmap
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// This should be in portal.h but that'd create circular dependencies.
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//
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//============================================================================
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class FLinePortalTraverse : public FPathTraverse
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{
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void AddLineIntercepts(int bx, int by);
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public:
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FLinePortalTraverse()
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{
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}
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};
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//
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// P_MAPUTL
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//
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typedef bool(*traverser_t) (intercept_t *in);
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int P_AproxDistance (int dx, int dy);
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double P_InterceptVector(const divline_t *v2, const divline_t *v1);
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#define PT_ADDLINES 1
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#define PT_ADDTHINGS 2
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#define PT_COMPATIBLE 4
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#define PT_DELTA 8 // x2,y2 is passed as a delta, not as an endpoint
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#endif |