gzdoom/src/p_maputl.cpp
Christoph Oelckers 7d4a5898ac - removed most inline assembly. Integer multiplication gets handled fine by all current compilers and fixed point division is too infrequently used to justify this mess.
That only leaves the Scale function which is still being used in a few places and which would create considerably worse code without assembly on 32 bit platforms. This is also far too primitive (2 or 3 assembly instructions) to claim any copyright on it, so I think m_fixed.h can now be considered free of Build-related issues. The deficated inline headers have been removed because that sole remaining function could be easily moved into m_fixed.h.
2016-12-10 13:58:18 +01:00

2042 lines
51 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Movement/collision utility functions,
// as used by function in p_map.c.
// BLOCKMAP Iterator functions,
// and some PIT_* functions to use for iteration.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include "m_bbox.h"
#include "doomdef.h"
#include "doomdata.h"
#include "doomstat.h"
#include "p_local.h"
#include "p_maputl.h"
#include "p_3dmidtex.h"
#include "p_blockmap.h"
#include "r_utility.h"
// State.
#include "r_state.h"
#include "templates.h"
#include "po_man.h"
sector_t *P_PointInSectorBuggy(double x, double y);
int P_VanillaPointOnDivlineSide(double x, double y, const divline_t* line);
//==========================================================================
//
// P_AproxDistance
//
// Gives an estimation of distance (not exact)
//
//==========================================================================
int P_AproxDistance (int dx, int dy)
{
dx = abs(dx);
dy = abs(dy);
return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
}
//==========================================================================
//
// P_InterceptVector
//
// Returns the fractional intercept point along the first divline.
//
//==========================================================================
double P_InterceptVector(const divline_t *v2, const divline_t *v1)
{
double num;
double den;
double v1x = v1->x;
double v1y = v1->y;
double v1dx = v1->dx;
double v1dy = v1->dy;
double v2x = v2->x;
double v2y = v2->y;
double v2dx = v2->dx;
double v2dy = v2->dy;
den = v1dy*v2dx - v1dx*v2dy;
if (den == 0)
return 0; // parallel
num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
return num / den;
}
//==========================================================================
//
// P_LineOpening
//
// Sets opentop and openbottom to the window
// through a two sided line.
//
//==========================================================================
void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, const DVector2 &pos, const DVector2 *ref, int flags)
{
if (!(flags & FFCF_ONLY3DFLOORS))
{
sector_t *front, *back;
double fc = 0, ff = 0, bc = 0, bf = 0;
if (linedef->backsector == NULL)
{
// single sided line
open.range = 0;
return;
}
front = linedef->frontsector;
back = linedef->backsector;
if (!(flags & FFCF_NOPORTALS) && (linedef->flags & ML_PORTALCONNECT))
{
if (!linedef->frontsector->PortalBlocksMovement(sector_t::ceiling)) fc = LINEOPEN_MAX;
if (!linedef->backsector->PortalBlocksMovement(sector_t::ceiling)) bc = LINEOPEN_MAX;
if (!linedef->frontsector->PortalBlocksMovement(sector_t::floor)) ff = LINEOPEN_MIN;
if (!linedef->backsector->PortalBlocksMovement(sector_t::floor)) bf = LINEOPEN_MIN;
}
if (fc == 0) fc = front->ceilingplane.ZatPoint(pos);
if (bc == 0) bc = back->ceilingplane.ZatPoint(pos);
if (ff == 0) ff = front->floorplane.ZatPoint(pos);
if (bf == 0) bf = back->floorplane.ZatPoint(pos);
/*Printf ("]]]]]] %d %d\n", ff, bf);*/
open.topsec = fc < bc? front : back;
open.ceilingpic = open.topsec->GetTexture(sector_t::ceiling);
open.top = fc < bc ? fc : bc;
bool usefront;
// [RH] fudge a bit for actors that are moving across lines
// bordering a slope/non-slope that meet on the floor. Note
// that imprecisions in the plane equation mean there is a
// good chance that even if a slope and non-slope look like
// they line up, they won't be perfectly aligned.
if (ff == -FLT_MIN || bf == -FLT_MIN || ref == NULL || fabs (ff-bf) > 1./256)
{
usefront = (ff > bf);
}
else
{
if (!front->floorplane.isSlope())
usefront = true;
else if (!back->floorplane.isSlope())
usefront = false;
else
usefront = !P_PointOnLineSide (*ref, linedef);
}
if (usefront)
{
open.bottom = ff;
open.bottomsec = front;
open.floorpic = front->GetTexture(sector_t::floor);
open.floorterrain = front->GetTerrain(sector_t::floor);
if (bf != -FLT_MIN) open.lowfloor = bf;
else if (!(flags & FFCF_NODROPOFF))
{
// We must check through the portal for the actual dropoff.
// If there's no lines in the lower sections we'd never get a usable value otherwise.
open.lowfloor = back->NextLowestFloorAt(pos.X, pos.Y, back->GetPortalPlaneZ(sector_t::floor) - EQUAL_EPSILON);
}
}
else
{
open.bottom = bf;
open.bottomsec = back;
open.floorpic = back->GetTexture(sector_t::floor);
open.floorterrain = back->GetTerrain(sector_t::floor);
if (ff != -FLT_MIN) open.lowfloor = ff;
else if (!(flags & FFCF_NODROPOFF))
{
// We must check through the portal for the actual dropoff.
// If there's no lines in the lower sections we'd never get a usable value otherwise.
open.lowfloor = front->NextLowestFloorAt(pos.X, pos.Y, front->GetPortalPlaneZ(sector_t::floor) - EQUAL_EPSILON);
}
}
open.frontfloorplane = front->floorplane;
open.backfloorplane = back->floorplane;
}
else
{ // Dummy stuff to have some sort of opening for the 3D checks to modify
open.topsec = NULL;
open.ceilingpic.SetInvalid();
open.top = LINEOPEN_MAX;
open.bottomsec = NULL;
open.floorpic.SetInvalid();
open.floorterrain = -1;
open.bottom = LINEOPEN_MIN;
open.lowfloor = LINEOPEN_MAX;
open.frontfloorplane.SetAtHeight(LINEOPEN_MIN, sector_t::floor);
open.backfloorplane.SetAtHeight(LINEOPEN_MIN, sector_t::floor);
}
// Check 3D floors
if (actor != NULL)
{
P_LineOpening_XFloors(open, actor, linedef, pos.X, pos.Y, !!(flags & FFCF_3DRESTRICT));
}
if (actor != NULL && linedef->frontsector != NULL && linedef->backsector != NULL &&
linedef->flags & ML_3DMIDTEX)
{
open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open, !!(flags & FFCF_3DRESTRICT));
}
else
{
open.abovemidtex = open.touchmidtex = false;
}
// avoid overflows in the opening.
open.range = clamp(open.top - open.bottom, LINEOPEN_MIN, LINEOPEN_MAX);
}
//
// THING POSITION SETTING
//
//==========================================================================
//
// P_UnsetThingPosition
// Unlinks a thing from block map and sectors.
// On each position change, BLOCKMAP and other
// lookups maintaining lists of things inside
// these structures need to be updated.
//
//==========================================================================
void AActor::UnlinkFromWorld ()
{
sector_list = NULL;
if (!(flags & MF_NOSECTOR))
{
// invisible things don't need to be in sector list
// unlink from subsector
// killough 8/11/98: simpler scheme using pointers-to-pointers for prev
// pointers, allows head node pointers to be treated like everything else
AActor **prev = sprev;
AActor *next = snext;
if (prev != NULL) // prev will be NULL if this actor gets deleted due to cleaning up from a broken savegame
{
if ((*prev = next)) // unlink from sector list
next->sprev = prev;
snext = NULL;
sprev = (AActor **)(size_t)0xBeefCafe; // Woo! Bug-catching value!
// phares 3/14/98
//
// Save the sector list pointed to by touching_sectorlist.
// In P_SetThingPosition, we'll keep any nodes that represent
// sectors the Thing still touches. We'll add new ones then, and
// delete any nodes for sectors the Thing has vacated. Then we'll
// put it back into touching_sectorlist. It's done this way to
// avoid a lot of deleting/creating for nodes, when most of the
// time you just get back what you deleted anyway.
//
// If this Thing is being removed entirely, then the calling
// routine will clear out the nodes in sector_list.
sector_list = touching_sectorlist;
touching_sectorlist = NULL; //to be restored by P_SetThingPosition
}
}
if (!(flags & MF_NOBLOCKMAP))
{
// [RH] Unlink from all blocks this actor uses
FBlockNode *block = this->BlockNode;
while (block != NULL)
{
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = block->PrevActor;
}
*(block->PrevActor) = block->NextActor;
FBlockNode *next = block->NextBlock;
block->Release ();
block = next;
}
BlockNode = NULL;
}
}
//==========================================================================
//
// If the thing is exactly on a line, move it into the sector
// slightly in order to resolve clipping issues in the renderer.
//
//==========================================================================
bool AActor::FixMapthingPos()
{
sector_t *secstart = P_PointInSectorBuggy(X(), Y());
int blockx = GetBlockX(X());
int blocky = GetBlockY(Y());
bool success = false;
if ((unsigned int)blockx < (unsigned int)bmapwidth &&
(unsigned int)blocky < (unsigned int)bmapheight)
{
int *list;
for (list = blockmaplump + blockmap[blocky*bmapwidth + blockx] + 1; *list != -1; ++list)
{
line_t *ldef = &lines[*list];
if (ldef->frontsector == ldef->backsector)
{ // Skip two-sided lines inside a single sector
continue;
}
if (ldef->backsector != NULL)
{
if (ldef->frontsector->floorplane == ldef->backsector->floorplane &&
ldef->frontsector->ceilingplane == ldef->backsector->ceilingplane)
{ // Skip two-sided lines without any height difference on either side
continue;
}
}
// Not inside the line's bounding box
if (X() + radius <= ldef->bbox[BOXLEFT]
|| X() - radius >= ldef->bbox[BOXRIGHT]
|| Y() + radius <= ldef->bbox[BOXBOTTOM]
|| Y() - radius >= ldef->bbox[BOXTOP])
continue;
// Get the exact distance to the line
divline_t dll, dlv;
double linelen = ldef->Delta().Length();
P_MakeDivline(ldef, &dll);
dlv.x = X();
dlv.y = Y();
dlv.dx = dll.dy / linelen;
dlv.dy = -dll.dx / linelen;
double distance = fabs(P_InterceptVector(&dlv, &dll));
if (distance < radius)
{
DPrintf(DMSG_NOTIFY, "%s at (%f,%f) lies on %s line %td, distance = %f\n",
this->GetClass()->TypeName.GetChars(), X(), Y(),
ldef->Delta().X == 0 ? "vertical" : ldef->Delta().Y == 0 ? "horizontal" : "diagonal",
ldef - lines, distance);
DAngle ang = ldef->Delta().Angle();
if (ldef->backsector != NULL && ldef->backsector == secstart)
{
ang += 90.;
}
else
{
ang -= 90.;
}
// Get the distance we have to move the object away from the wall
distance = radius - distance;
SetXY(Pos().XY() + ang.ToVector(distance));
ClearInterpolation();
success = true;
}
}
}
return success;
}
DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
{
PARAM_SELF_PROLOGUE(AActor);
self->UnlinkFromWorld();
return 0;
}
//==========================================================================
//
// P_SetThingPosition
// Links a thing into both a block and a subsector based on its x y.
// Sets thing->sector properly
//
//==========================================================================
void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
{
bool spawning = spawningmapthing;
if (spawning)
{
if ((flags4 & MF4_FIXMAPTHINGPOS) && sector == NULL)
{
if (FixMapthingPos()) spawning = false;
}
}
if (sector == NULL)
{
if (!spawning || numgamenodes == 0)
{
sector = P_PointInSector(Pos());
}
else
{
sector = P_PointInSectorBuggy(X(), Y());
}
}
Sector = sector;
subsector = R_PointInSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
if (!(flags & MF_NOSECTOR))
{
// invisible things don't go into the sector links
// killough 8/11/98: simpler scheme using pointer-to-pointer prev
// pointers, allows head nodes to be treated like everything else
AActor **link = &sector->thinglist;
AActor *next = *link;
if ((snext = next))
next->sprev = &snext;
sprev = link;
*link = this;
// phares 3/16/98
//
// If sector_list isn't NULL, it has a collection of sector
// nodes that were just removed from this Thing.
// Collect the sectors the object will live in by looking at
// the existing sector_list and adding new nodes and deleting
// obsolete ones.
// When a node is deleted, its sector links (the links starting
// at sector_t->touching_thinglist) are broken. When a node is
// added, new sector links are created.
P_CreateSecNodeList(this);
touching_sectorlist = sector_list; // Attach to thing
sector_list = NULL; // clear for next time
}
// link into blockmap (inert things don't need to be in the blockmap)
if (!(flags & MF_NOBLOCKMAP))
{
FPortalGroupArray check;
P_CollectConnectedGroups(Sector->PortalGroup, Pos(), Top(), radius, check);
BlockNode = NULL;
FBlockNode **alink = &this->BlockNode;
for (int i = -1; i < (int)check.Size(); i++)
{
DVector3 pos = i==-1? Pos() : PosRelative(check[i] & ~FPortalGroupArray::FLAT);
int x1 = GetBlockX(pos.X - radius);
int x2 = GetBlockX(pos.X + radius);
int y1 = GetBlockY(pos.Y - radius);
int y2 = GetBlockY(pos.Y + radius);
if (x1 >= bmapwidth || x2 < 0 || y1 >= bmapheight || y2 < 0)
{ // thing is off the map
}
else
{ // [RH] Link into every block this actor touches, not just the center one
x1 = MAX(0, x1);
y1 = MAX(0, y1);
x2 = MIN(bmapwidth - 1, x2);
y2 = MIN(bmapheight - 1, y2);
for (int y = y1; y <= y2; ++y)
{
for (int x = x1; x <= x2; ++x)
{
FBlockNode **link = &blocklinks[y*bmapwidth + x];
FBlockNode *node = FBlockNode::Create(this, x, y, this->Sector->PortalGroup);
// Link in to block
if ((node->NextActor = *link) != NULL)
{
(*link)->PrevActor = &node->NextActor;
}
node->PrevActor = link;
*link = node;
// Link in to actor
node->PrevBlock = alink;
node->NextBlock = NULL;
(*alink) = node;
alink = &node->NextBlock;
}
}
}
}
}
// Portal links cannot be done unless the level is fully initialized.
if (!spawningmapthing) UpdateRenderSectorList();
}
DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
{
PARAM_SELF_PROLOGUE(AActor);
self->LinkToWorld();
return 0;
}
void AActor::SetOrigin(double x, double y, double z, bool moving)
{
UnlinkFromWorld ();
SetXYZ(x, y, z);
LinkToWorld ();
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
if (!moving) ClearInterpolation();
}
DEFINE_ACTION_FUNCTION(AActor, SetOrigin)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL(moving);
self->SetOrigin(x, y, z, moving);
return 0;
}
//===========================================================================
//
// FBlockNode - allows to link actors into multiple blocks in the blockmap
//
//===========================================================================
FBlockNode *FBlockNode::FreeBlocks = NULL;
FBlockNode *FBlockNode::Create (AActor *who, int x, int y, int group)
{
FBlockNode *block;
if (FreeBlocks != NULL)
{
block = FreeBlocks;
FreeBlocks = block->NextBlock;
}
else
{
block = new FBlockNode;
}
block->BlockIndex = x + y*bmapwidth;
block->Me = who;
block->NextActor = NULL;
block->PrevActor = NULL;
block->PrevBlock = NULL;
block->NextBlock = NULL;
return block;
}
void FBlockNode::Release ()
{
NextBlock = FreeBlocks;
FreeBlocks = this;
}
//
// BLOCK MAP ITERATORS
// For each line/thing in the given mapblock,
// call the passed PIT_* function.
// If the function returns false,
// exit with false without checking anything else.
//
//===========================================================================
//
// FBlockLinesIterator
//
//===========================================================================
extern polyblock_t **PolyBlockMap;
FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount)
{
if (!keepvalidcount) validcount++;
minx = _minx;
maxx = _maxx;
miny = _miny;
maxy = _maxy;
Reset();
}
void FBlockLinesIterator::init(const FBoundingBox &box)
{
validcount++;
maxy = GetBlockY(box.Top());
miny = GetBlockY(box.Bottom());
maxx = GetBlockX(box.Right());
minx = GetBlockX(box.Left());
Reset();
}
FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
{
init(box);
}
//===========================================================================
//
// FBlockLinesIterator :: StartBlock
//
//===========================================================================
void FBlockLinesIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
{
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.
list = blockmaplump + *(blockmap + offset) + 1;
}
else
{
// invalid block
list = NULL;
polyLink = NULL;
}
}
//===========================================================================
//
// FBlockLinesIterator :: Next
//
//===========================================================================
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;
}
line_t *ld = polyLink->polyobj->Linedefs[polyIndex];
if (++polyIndex >= (int)polyLink->polyobj->Linedefs.Size())
{
polyLink = polyLink->next;
polyIndex = 0;
}
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];
list++;
if (ld->validcount != validcount)
{
ld->validcount = validcount;
return ld;
}
}
}
if (++curx > maxx)
{
curx = minx;
if (++cury > maxy) return NULL;
}
StartBlock(curx, cury);
}
}
//===========================================================================
//
// FMultiBlockLinesIterator :: FMultiBlockLinesIterator
//
// An iterator that can check multiple portal groups.
//
//===========================================================================
FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, AActor *origin, double checkradius)
: checklist(check)
{
checkpoint = origin->Pos();
if (!check.inited) P_CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
checkpoint.Z = checkradius == -1? origin->radius : checkradius;
basegroup = origin->Sector->PortalGroup;
startsector = origin->Sector;
Reset();
}
FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, double checkx, double checky, double checkz, double checkh, double checkradius, sector_t *newsec)
: checklist(check)
{
checkpoint = { checkx, checky, checkz };
if (newsec == NULL) newsec = P_PointInSector(checkx, checky);
startsector = newsec;
basegroup = newsec->PortalGroup;
if (!check.inited) P_CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
checkpoint.Z = checkradius;
Reset();
}
//===========================================================================
//
// Go up a ceiling portal
//
//===========================================================================
bool FMultiBlockLinesIterator::GoUp(double x, double y)
{
if (continueup)
{
if (!cursector->PortalBlocksMovement(sector_t::ceiling))
{
startIteratorForGroup(cursector->GetOppositePortalGroup(sector_t::ceiling));
portalflags = FFCF_NOFLOOR;
return true;
}
else continueup = false;
}
return false;
}
//===========================================================================
//
// Go down a floor portal
//
//===========================================================================
bool FMultiBlockLinesIterator::GoDown(double x, double y)
{
if (continuedown)
{
if (!cursector->PortalBlocksMovement(sector_t::floor))
{
startIteratorForGroup(cursector->GetOppositePortalGroup(sector_t::floor));
portalflags = FFCF_NOCEILING;
return true;
}
else continuedown = false;
}
return false;
}
//===========================================================================
//
// Gets the next line - also manages switching between portal groups
//
//===========================================================================
bool FMultiBlockLinesIterator::Next(FMultiBlockLinesIterator::CheckResult *item)
{
line_t *line = blockIterator.Next();
if (line != NULL)
{
item->line = line;
item->Position.X = offset.X;
item->Position.Y = offset.Y;
item->portalflags = portalflags;
return true;
}
bool onlast = unsigned(index + 1) >= checklist.Size();
int nextflags = onlast ? 0 : checklist[index + 1] & FPortalGroupArray::FLAT;
if (portalflags == FFCF_NOFLOOR && nextflags != FPortalGroupArray::UPPER)
{
// if this is the last upper portal in the list, check if we need to go further up to find the real ceiling.
if (GoUp(offset.X, offset.Y)) return Next(item);
}
else if (portalflags == FFCF_NOCEILING && nextflags != FPortalGroupArray::LOWER)
{
// if this is the last lower portal in the list, check if we need to go further down to find the real floor.
if (GoDown(offset.X, offset.Y)) return Next(item);
}
if (onlast)
{
cursector = startsector;
// We reached the end of the list. Check if we still need to check up- and downwards.
if (GoUp(checkpoint.X, checkpoint.Y) ||
GoDown(checkpoint.X, checkpoint.Y))
{
return Next(item);
}
return false;
}
index++;
startIteratorForGroup(checklist[index] & ~FPortalGroupArray::FLAT);
switch (nextflags)
{
case FPortalGroupArray::UPPER:
portalflags = FFCF_NOFLOOR;
break;
case FPortalGroupArray::LOWER:
portalflags = FFCF_NOCEILING;
break;
default:
portalflags = 0;
}
return Next(item);
}
//===========================================================================
//
// start iterating a new group
//
//===========================================================================
void FMultiBlockLinesIterator::startIteratorForGroup(int group)
{
offset = Displacements.getOffset(basegroup, group);
offset.X += checkpoint.X;
offset.Y += checkpoint.Y;
cursector = group == startsector->PortalGroup ? startsector : P_PointInSector(offset);
bbox.setBox(offset.X, offset.Y, checkpoint.Z);
blockIterator.init(bbox);
}
//===========================================================================
//
// Resets the iterator
//
//===========================================================================
void FMultiBlockLinesIterator::Reset()
{
continueup = continuedown = true;
index = -1;
portalflags = 0;
startIteratorForGroup(basegroup);
}
//===========================================================================
//
// FBlockThingsIterator :: FBlockThingsIterator
//
//===========================================================================
FBlockThingsIterator::FBlockThingsIterator()
: DynHash(0)
{
minx = maxx = 0;
miny = maxy = 0;
ClearHash();
block = NULL;
}
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy)
: DynHash(0)
{
minx = _minx;
maxx = _maxx;
miny = _miny;
maxy = _maxy;
ClearHash();
Reset();
}
void FBlockThingsIterator::init(const FBoundingBox &box)
{
maxy = GetBlockY(box.Top());
miny = GetBlockY(box.Bottom());
maxx = GetBlockX(box.Right());
minx = GetBlockX(box.Left());
ClearHash();
Reset();
}
//===========================================================================
//
// FBlockThingsIterator :: ClearHash
//
//===========================================================================
void FBlockThingsIterator::ClearHash()
{
memset(Buckets, -1, sizeof(Buckets));
NumFixedHash = 0;
DynHash.Clear();
}
//===========================================================================
//
// FBlockThingsIterator :: StartBlock
//
//===========================================================================
void FBlockThingsIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
{
block = blocklinks[y*bmapwidth + x];
}
else
{
// invalid block
block = NULL;
}
}
//===========================================================================
//
// FBlockThingsIterator :: SwitchBlock
//
//===========================================================================
void FBlockThingsIterator::SwitchBlock(int x, int y)
{
minx = maxx = x;
miny = maxy = y;
StartBlock(x, y);
}
//===========================================================================
//
// FBlockThingsIterator :: Next
//
//===========================================================================
AActor *FBlockThingsIterator::Next(bool centeronly)
{
for (;;)
{
while (block != NULL)
{
AActor *me = block->Me;
FBlockNode *mynode = block;
HashEntry *entry;
int i;
block = block->NextActor;
// Don't recheck things that were already checked
if (mynode->NextBlock == NULL && mynode->PrevBlock == &me->BlockNode)
{ // This actor doesn't span blocks, so we know it can only ever be checked once.
return me;
}
if (centeronly)
{
// Block boundaries for compatibility mode
double blockleft = (curx * MAPBLOCKUNITS) + bmaporgx;
double blockright = blockleft + MAPBLOCKUNITS;
double blockbottom = (cury * MAPBLOCKUNITS) + bmaporgy;
double blocktop = blockbottom + MAPBLOCKUNITS;
// only return actors with the center in this block
if (me->X() >= blockleft && me->X() < blockright &&
me->Y() >= blockbottom && me->Y() < blocktop)
{
return me;
}
}
else
{
size_t hash = ((size_t)me >> 3) % countof(Buckets);
for (i = Buckets[hash]; i >= 0; )
{
entry = GetHashEntry(i);
if (entry->Actor == me)
{ // I've already been checked. Skip to the next actor.
break;
}
i = entry->Next;
}
if (i < 0)
{ // Add me to the hash table and return me.
if (NumFixedHash < (int)countof(FixedHash))
{
entry = &FixedHash[NumFixedHash];
entry->Next = Buckets[hash];
Buckets[hash] = NumFixedHash++;
}
else
{
if (DynHash.Size() == 0)
{
DynHash.Grow(50);
}
i = DynHash.Reserve(1);
entry = &DynHash[i];
entry->Next = Buckets[hash];
Buckets[hash] = i + countof(FixedHash);
}
entry->Actor = me;
return me;
}
}
}
if (++curx > maxx)
{
curx = minx;
if (++cury > maxy) return NULL;
}
StartBlock(curx, cury);
}
}
//===========================================================================
//
// FMultiBlockThingsIterator :: FMultiBlockThingsIterator
//
// An iterator that can check multiple portal groups.
//
//===========================================================================
FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, AActor *origin, double checkradius, bool ignorerestricted)
: checklist(check)
{
checkpoint = origin->Pos();
if (!check.inited) P_CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
checkpoint.Z = checkradius == -1? origin->radius : checkradius;
basegroup = origin->Sector->PortalGroup;
Reset();
}
FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted, sector_t *newsec)
: checklist(check)
{
checkpoint.X = checkx;
checkpoint.Y = checky;
checkpoint.Z = checkz;
if (newsec == NULL) newsec = P_PointInSector(checkx, checky);
basegroup = newsec->PortalGroup;
if (!check.inited) P_CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
checkpoint.Z = checkradius;
Reset();
}
//===========================================================================
//
// Gets the next line - also manages switching between portal groups
//
//===========================================================================
bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *item)
{
AActor *thing = blockIterator.Next();
if (thing != NULL)
{
item->thing = thing;
item->Position = checkpoint + Displacements.getOffset(basegroup, thing->Sector->PortalGroup);
item->portalflags = portalflags;
return true;
}
bool onlast = unsigned(index + 1) >= checklist.Size();
int nextflags = onlast ? 0 : checklist[index + 1] & FPortalGroupArray::FLAT;
if (onlast)
{
return false;
}
index++;
startIteratorForGroup(checklist[index] & ~FPortalGroupArray::FLAT);
switch (nextflags)
{
case FPortalGroupArray::UPPER:
portalflags = FFCF_NOFLOOR;
break;
case FPortalGroupArray::LOWER:
portalflags = FFCF_NOCEILING;
break;
default:
portalflags = 0;
}
return Next(item);
}
//===========================================================================
//
// start iterating a new group
//
//===========================================================================
void FMultiBlockThingsIterator::startIteratorForGroup(int group)
{
DVector2 offset = Displacements.getOffset(basegroup, group);
offset.X += checkpoint.X;
offset.Y += checkpoint.Y;
bbox.setBox(offset.X, offset.Y, checkpoint.Z);
blockIterator.init(bbox);
}
//===========================================================================
//
// Resets the iterator
//
//===========================================================================
void FMultiBlockThingsIterator::Reset()
{
index = -1;
portalflags = 0;
startIteratorForGroup(basegroup);
}
//===========================================================================
//
// and the scriptable version
//
//===========================================================================
class DBlockThingsIterator : public DObject, public FMultiBlockThingsIterator
{
DECLARE_CLASS(DBlockThingsIterator, DObject);
FPortalGroupArray check;
public:
FMultiBlockThingsIterator::CheckResult cres;
public:
bool Next()
{
return FMultiBlockThingsIterator::Next(&cres);
}
DBlockThingsIterator(AActor *origin = nullptr, double checkradius = -1, bool ignorerestricted = false)
: FMultiBlockThingsIterator(check, origin, checkradius, ignorerestricted)
{
cres.thing = nullptr;
cres.Position.Zero();
cres.portalflags = 0;
}
DBlockThingsIterator(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted, sector_t *newsec)
: FMultiBlockThingsIterator(check, checkx, checky, checkz, checkh, checkradius, ignorerestricted, newsec)
{
cres.thing = nullptr;
cres.Position.Zero();
cres.portalflags = 0;
}
};
IMPLEMENT_CLASS(DBlockThingsIterator, false, false);
DEFINE_ACTION_FUNCTION(DBlockThingsIterator, Create)
{
PARAM_PROLOGUE;
PARAM_OBJECT_NOT_NULL(origin, AActor);
PARAM_FLOAT_DEF(radius);
PARAM_BOOL_DEF(ignore);
ACTION_RETURN_OBJECT(new DBlockThingsIterator(origin, radius, ignore));
}
DEFINE_ACTION_FUNCTION(DBlockThingsIterator, CreateFromPos)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_FLOAT(h);
PARAM_FLOAT(radius);
PARAM_BOOL(ignore);
ACTION_RETURN_OBJECT(new DBlockThingsIterator(x, y, z, h, radius, ignore, nullptr));
}
DEFINE_ACTION_FUNCTION(DBlockThingsIterator, Next)
{
PARAM_SELF_PROLOGUE(DBlockThingsIterator);
ACTION_RETURN_BOOL(self->Next());
}
DEFINE_FIELD_NAMED(DBlockThingsIterator, cres.thing, thing);
DEFINE_FIELD_NAMED(DBlockThingsIterator, cres.Position, position);
DEFINE_FIELD_NAMED(DBlockThingsIterator, cres.portalflags, portalflags);
//===========================================================================
//
// FPathTraverse :: Intercepts
//
//===========================================================================
TArray<intercept_t> FPathTraverse::intercepts(128);
//===========================================================================
//
// FPathTraverse :: AddLineIntercepts.
// Looks for lines in the given block
// that intercept the given trace
// to add to the intercepts list.
//
// A line is crossed if its endpoints
// are on opposite sides of the trace.
//
//===========================================================================
void FPathTraverse::AddLineIntercepts(int bx, int by)
{
FBlockLinesIterator it(bx, by, bx, by, true);
line_t *ld;
while ((ld = it.Next()))
{
int s1;
int s2;
double frac;
divline_t dl;
s1 = P_PointOnDivlineSide (ld->v1->fX(), ld->v1->fY(), &trace);
s2 = P_PointOnDivlineSide (ld->v2->fX(), ld->v2->fY(), &trace);
if (s1 == s2) continue; // line isn't crossed
// hit the line
P_MakeDivline (ld, &dl);
frac = P_InterceptVector (&trace, &dl);
if (frac < Startfrac || frac > 1.) continue; // behind source or beyond end point
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = true;
newintercept.done = false;
newintercept.d.line = ld;
intercepts.Push (newintercept);
}
}
//===========================================================================
//
// FPathTraverse :: AddThingIntercepts
//
//===========================================================================
void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it, bool compatible)
{
AActor *thing;
it.SwitchBlock(bx, by);
while ((thing = it.Next(compatible)))
{
int numfronts = 0;
divline_t line;
int i;
if (!compatible)
{
// [RH] Don't check a corner to corner crossection for hit.
// Instead, check against the actual bounding box (but not if compatibility optioned.)
// There's probably a smarter way to determine which two sides
// of the thing face the trace than by trying all four sides...
for (i = 0; i < 4; ++i)
{
switch (i)
{
case 0: // Top edge
line.y = thing->Y() + thing->radius;
if (trace.y < line.y) continue;
line.x = thing->X() + thing->radius;
line.dx = -thing->radius * 2;
line.dy = 0;
break;
case 1: // Right edge
line.x = thing->X() + thing->radius;
if (trace.x < line.x) continue;
line.y = thing->Y() - thing->radius;
line.dx = 0;
line.dy = thing->radius * 2;
break;
case 2: // Bottom edge
line.y = thing->Y() - thing->radius;
if (trace.y > line.y) continue;
line.x = thing->X() - thing->radius;
line.dx = thing->radius * 2;
line.dy = 0;
break;
case 3: // Left edge
line.x = thing->X() - thing->radius;
if (trace.x > line.x) continue;
line.y = thing->Y() + thing->radius;
line.dx = 0;
line.dy = thing->radius * -2;
break;
}
// Check if this side is facing the trace origin
numfronts++;
// If it is, see if the trace crosses it
if (P_PointOnDivlineSide (line.x, line.y, &trace) !=
P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace))
{
// It's a hit
double frac = P_InterceptVector (&trace, &line);
if (frac < Startfrac)
{ // behind source
if (Startfrac > 0)
{
// check if the trace starts within this actor
switch (i)
{
case 0:
line.y -= 2 * thing->radius;
break;
case 1:
line.x -= 2 * thing->radius;
break;
case 2:
line.y += 2 * thing->radius;
break;
case 3:
line.x += 2 * thing->radius;
break;
}
double frac2 = P_InterceptVector(&trace, &line);
if (frac2 >= Startfrac) goto addit;
}
continue;
}
addit:
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = false;
newintercept.done = false;
newintercept.d.thing = thing;
intercepts.Push (newintercept);
break;
}
}
// If none of the sides was facing the trace, then the trace
// must have started inside the box, so add it as an intercept.
if (numfronts == 0)
{
intercept_t newintercept;
newintercept.frac = 0;
newintercept.isaline = false;
newintercept.done = false;
newintercept.d.thing = thing;
intercepts.Push (newintercept);
}
}
else
{
// Old code for compatibility purposes
double x1, y1, x2, y2;
int s1, s2;
divline_t dl;
double frac;
bool tracepositive = (trace.dx * trace.dy)>0;
// check a corner to corner crossection for hit
if (tracepositive)
{
x1 = thing->X() - thing->radius;
y1 = thing->Y() + thing->radius;
x2 = thing->X() + thing->radius;
y2 = thing->Y() - thing->radius;
}
else
{
x1 = thing->X() - thing->radius;
y1 = thing->Y() - thing->radius;
x2 = thing->X() + thing->radius;
y2 = thing->Y() + thing->radius;
}
s1 = P_PointOnDivlineSide (x1, y1, &trace);
s2 = P_PointOnDivlineSide (x2, y2, &trace);
if (s1 != s2)
{
dl.x = x1;
dl.y = y1;
dl.dx = x2-x1;
dl.dy = y2-y1;
frac = P_InterceptVector (&trace, &dl);
if (frac >= Startfrac)
{
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = false;
newintercept.done = false;
newintercept.d.thing = thing;
intercepts.Push (newintercept);
}
}
}
}
}
//===========================================================================
//
// FPathTraverse :: Next
//
//===========================================================================
intercept_t *FPathTraverse::Next()
{
intercept_t *in = NULL;
double dist = FLT_MAX;
for (unsigned scanpos = intercept_index; scanpos < intercepts.Size (); scanpos++)
{
intercept_t *scan = &intercepts[scanpos];
if (scan->frac < dist && !scan->done)
{
dist = scan->frac;
in = scan;
}
}
if (dist > 1. || in == NULL) return NULL; // checked everything in range
in->done = true;
return in;
}
//===========================================================================
//
// FPathTraverse
// Traces a line from x1,y1 to x2,y2,
//
//===========================================================================
void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags, double startfrac)
{
double xt1, yt1, xt2, yt2;
double xstep, ystep;
double partialx, partialy;
double xintercept, yintercept;
int mapx;
int mapy;
int mapxstep;
int mapystep;
int count;
trace.x = x1;
trace.y = y1;
if (flags & PT_DELTA)
{
trace.dx = x2;
trace.dy = y2;
}
else
{
trace.dx = x2 - x1;
trace.dy = y2 - y1;
}
if (startfrac > 0)
{
double startdx = trace.dx * startfrac;
double startdy = trace.dy * startfrac;
x1 += startdx;
y1 += startdy;
x2 = trace.dx - startdx;
y2 = trace.dy - startdy;
flags |= PT_DELTA;
}
validcount++;
intercept_index = intercepts.Size();
Startfrac = startfrac;
if (flags & PT_DELTA)
{
x2 += x1;
y2 += y1;
}
x1 -= bmaporgx;
y1 -= bmaporgy;
xt1 = x1 / MAPBLOCKUNITS;
yt1 = y1 / MAPBLOCKUNITS;
x2 -= bmaporgx;
y2 -= bmaporgy;
xt2 = x2 / MAPBLOCKUNITS;
yt2 = y2 / MAPBLOCKUNITS;
mapx = xs_FloorToInt(xt1);
mapy = xs_FloorToInt(yt1);
int mapex = xs_FloorToInt(xt2);
int mapey = xs_FloorToInt(yt2);
if (mapex > mapx)
{
mapxstep = 1;
partialx = 1. - xt1 + xs_FloorToInt(xt1);
ystep = (y2 - y1) / fabs(x2 - x1);
}
else if (mapex < mapx)
{
mapxstep = -1;
partialx = xt1 - xs_FloorToInt(xt1);
ystep = (y2 - y1) / fabs(x2 - x1);
}
else
{
mapxstep = 0;
partialx = 1.;
ystep = 256;
}
yintercept = yt1 + partialx * ystep;
if (mapey > mapy)
{
mapystep = 1;
partialy = 1. - yt1 + xs_FloorToInt(yt1);
xstep = (x2 - x1) / fabs(y2 - y1);
}
else if (mapey < mapy)
{
mapystep = -1;
partialy = yt1 - xs_FloorToInt(yt1);
xstep = (x2 - x1) / fabs(y2 - y1);
}
else
{
mapystep = 0;
partialy = 1;
xstep = 256;
}
xintercept = xt1 + partialy * xstep;
// [RH] Fix for traces that pass only through blockmap corners. In that case,
// xintercept and yintercept can both be set ahead of mapx and mapy, so the
// for loop would never advance anywhere.
if (fabs(xstep) == 1. && fabs(ystep) == 1.)
{
if (ystep < 0)
{
partialx = 1. - partialx;
}
if (xstep < 0)
{
partialy = 1. - partialy;
}
if (partialx == partialy)
{
xintercept = xt1;
yintercept = yt1;
}
}
// Step through map blocks.
// Count is present to prevent a round off error
// from skipping the break statement.
bool compatible = (flags & PT_COMPATIBLE) && (i_compatflags & COMPATF_HITSCAN);
// we want to use one list of checked actors for the entire operation
FBlockThingsIterator btit;
for (count = 0 ; count < 1000 ; count++)
{
if (flags & PT_ADDLINES)
{
AddLineIntercepts(mapx, mapy);
}
if (flags & PT_ADDTHINGS)
{
AddThingIntercepts(mapx, mapy, btit, compatible);
}
// both coordinates reached the end, so end the traversing.
if ((mapxstep | mapystep) == 0)
break;
// [RH] Handle corner cases properly instead of pretending they don't exist.
switch (((xs_FloorToInt(yintercept) == mapy) << 1) | (xs_FloorToInt(xintercept) == mapx))
{
case 0: // neither xintercept nor yintercept match!
count = 1000; // Stop traversing, because somebody screwed up.
break;
case 1: // xintercept matches
xintercept += xstep;
mapy += mapystep;
if (mapy == mapey)
mapystep = 0;
break;
case 2: // yintercept matches
yintercept += ystep;
mapx += mapxstep;
if (mapx == mapex)
mapxstep = 0;
break;
case 3: // xintercept and yintercept both match
// The trace is exiting a block through its corner. Not only does the block
// being entered need to be checked (which will happen when this loop
// continues), but the other two blocks adjacent to the corner also need to
// be checked.
// Since Doom.exe did not do this, this code won't either if run in compatibility mode.
if (!compatible)
{
if (flags & PT_ADDLINES)
{
AddLineIntercepts(mapx + mapxstep, mapy);
AddLineIntercepts(mapx, mapy + mapystep);
}
if (flags & PT_ADDTHINGS)
{
AddThingIntercepts(mapx + mapxstep, mapy, btit, false);
AddThingIntercepts(mapx, mapy + mapystep, btit, false);
}
xintercept += xstep;
yintercept += ystep;
mapx += mapxstep;
mapy += mapystep;
if (mapx == mapex)
mapxstep = 0;
if (mapy == mapey)
mapystep = 0;
}
else
{
count = 1000; // Doom originally did not handle this case so do the same in compatibility mode.
}
break;
}
}
}
//===========================================================================
//
// Relocates the trace when going through a line portal
//
//===========================================================================
int FPathTraverse::PortalRelocate(intercept_t *in, int flags, DVector3 *optpos)
{
if (!in->isaline || !in->d.line->isLinePortal()) return false;
if (P_PointOnLineSidePrecise(trace.x, trace.y, in->d.line) == 1) return false;
double hitx = trace.x;
double hity = trace.y;
double endx = trace.x + trace.dx;
double endy = trace.y + trace.dy;
P_TranslatePortalXY(in->d.line, hitx, hity);
P_TranslatePortalXY(in->d.line, endx, endy);
if (optpos != NULL)
{
P_TranslatePortalXY(in->d.line, optpos->X, optpos->Y);
P_TranslatePortalZ(in->d.line, optpos->Z);
}
line_t *saved = in->d.line; // this gets overwritten by the init call.
intercepts.Resize(intercept_index);
init(hitx, hity, endx, endy, flags, in->frac + EQUAL_EPSILON);
return saved->getPortal()->mType == PORTT_LINKED? 1:-1;
}
void FPathTraverse::PortalRelocate(const DVector2 &displacement, int flags, double hitfrac)
{
double hitx = trace.x + displacement.X;
double hity = trace.y + displacement.Y;
double endx = hitx + trace.dx;
double endy = hity + trace.dy;
intercepts.Resize(intercept_index);
init(hitx, hity, endx, endy, flags, hitfrac);
}
//===========================================================================
//
//
//
//===========================================================================
FPathTraverse::~FPathTraverse()
{
intercepts.Resize(intercept_index);
}
//===========================================================================
//
// P_RoughMonsterSearch
//
// Searches though the surrounding mapblocks for monsters/players
// distance is in MAPBLOCKUNITS
//===========================================================================
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params)
{
int blockX;
int blockY;
int startX, startY;
int blockIndex;
int firstStop;
int secondStop;
int thirdStop;
int finalStop;
int count;
AActor *target;
startX = GetBlockX(mo->X());
startY = GetBlockY(mo->Y());
validcount++;
if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight)
{
if ( (target = check (mo, startY*bmapwidth+startX, params)) )
{ // found a target right away
return target;
}
}
for (count = 1; count <= distance; count++)
{
blockX = clamp (startX-count, 0, bmapwidth-1);
blockY = clamp (startY-count, 0, bmapheight-1);
blockIndex = blockY*bmapwidth+blockX;
firstStop = startX+count;
if (firstStop < 0)
{
continue;
}
if (firstStop >= bmapwidth)
{
firstStop = bmapwidth-1;
}
secondStop = startY+count;
if (secondStop < 0)
{
continue;
}
if (secondStop >= bmapheight)
{
secondStop = bmapheight-1;
}
thirdStop = secondStop*bmapwidth+blockX;
secondStop = secondStop*bmapwidth+firstStop;
firstStop += blockY*bmapwidth;
finalStop = blockIndex;
// Trace the first block section (along the top)
for (; blockIndex <= firstStop; blockIndex++)
{
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
}
// Trace the second block section (right edge)
for (blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth)
{
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
}
// Trace the third block section (bottom edge)
for (blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--)
{
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
}
// Trace the final block section (left edge)
for (blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth)
{
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
}
}
return NULL;
}
struct BlockCheckInfo
{
bool onlyseekable;
bool frontonly;
divline_t frontline;
};
//===========================================================================
//
// RoughBlockCheck
//
//===========================================================================
static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
{
BlockCheckInfo *info = (BlockCheckInfo *)param;
FBlockNode *link;
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{
if (info->onlyseekable && !mo->CanSeek(link->Me))
{
continue;
}
if (info->frontonly && P_PointOnDivlineSide(link->Me->X(), link->Me->Y(), &info->frontline) != 0)
{
continue;
}
if (mo->IsOkayToAttack (link->Me))
{
return link->Me;
}
}
}
return NULL;
}
AActor *P_RoughMonsterSearch(AActor *mo, int distance, bool onlyseekable, bool frontonly)
{
BlockCheckInfo info;
info.onlyseekable = onlyseekable;
if ((info.frontonly = frontonly))
{
info.frontline.x = mo->X();
info.frontline.y = mo->Y();
info.frontline.dx = -mo->Angles.Yaw.Sin();
info.frontline.dy = -mo->Angles.Yaw.Cos();
}
return P_BlockmapSearch(mo, distance, RoughBlockCheck, (void *)&info);
}
DEFINE_ACTION_FUNCTION(AActor, RoughMonsterSearch)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(distance);
PARAM_BOOL_DEF(onlyseekable);
PARAM_BOOL_DEF(frontonly);
ACTION_RETURN_OBJECT(P_RoughMonsterSearch(self, distance, onlyseekable, frontonly));
}
//==========================================================================
//
// [RH] LinkToWorldForMapThing
//
// Emulate buggy PointOnLineSide and fix actors that lie on
// lines to compensate for some IWAD maps.
//
//==========================================================================
static int R_PointOnSideSlow(double xx, double yy, node_t *node)
{
// [RH] This might have been faster than two multiplies and an
// add on a 386/486, but it certainly isn't on anything newer than that.
auto x = FloatToFixed(xx);
auto y = FloatToFixed(yy);
double left;
double right;
if (!node->dx)
{
if (x <= node->x)
return node->dy > 0;
return node->dy < 0;
}
if (!node->dy)
{
if (y <= node->y)
return node->dx < 0;
return node->dx > 0;
}
auto dx = (x - node->x);
auto dy = (y - node->y);
// Try to quickly decide by looking at sign bits.
if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000)
{
if ((node->dy ^ dx) & 0x80000000)
{
// (left is negative)
return 1;
}
return 0;
}
// we must use doubles here because the fixed point code will produce errors due to loss of precision for extremely short linedefs.
// Note that this function is used for all map spawned actors and not just a compatibility fallback!
left = (double)node->dy * (double)dx;
right = (double)dy * (double)node->dx;
if (right < left)
{
// front side
return 0;
}
// back side
return 1;
}
//===========================================================================
//
// P_VanillaPointOnLineSide
// P_PointOnLineSide() from the initial Doom source code release
//
//===========================================================================
int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
{
DVector2 delta = line->Delta();
if (delta.X == 0)
{
if (x <= line->v1->fX())
return delta.Y > 0;
return delta.Y < 0;
}
if (delta.Y == 0)
{
if (y <= line->v1->fY())
return delta.X < 0;
return delta.X > 0;
}
// Note: This cannot really be converted to floating point
// without breaking the intended use of this function
// (i.e. to emulate the horrible imprecision of the entire method)
auto dx = FloatToFixed(x - line->v1->fX());
auto dy = FloatToFixed(y - line->v1->fY());
auto left = FixedMul( int(delta.Y * 256) , dx );
auto right = FixedMul( dy , int(delta.X * 256) );
if (right < left)
return 0; // front side
return 1; // back side
}
//==========================================================================
//
// Use buggy PointOnSide and fix actors that lie on
// lines to compensate for some IWAD maps.
//
//==========================================================================
sector_t *P_PointInSectorBuggy(double x, double y)
{
// single subsector is a special case
if (numgamenodes == 0)
return gamesubsectors->sector;
node_t *node = gamenodes + numgamenodes - 1;
do
{
// Use original buggy point-on-side test when spawning
// things at level load so that the map spots in the
// emerald key room of Hexen MAP01 are spawned on the
// window ledge instead of the blocking floor in front
// of it. Why do I consider it buggy? Because a point
// that lies directly on a line should always be
// considered as "in front" of the line. The orientation
// of the line should be irrelevant.
node = (node_t *)node->children[R_PointOnSideSlow(x, y, node)];
} while (!((size_t)node & 1));
subsector_t *ssec = (subsector_t *)((BYTE *)node - 1);
return ssec->sector;
}