mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-16 09:21:43 +00:00
080e769c76
- fixed: D_ErrorCleanup must clear 'savegamerestore'. - fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues: * removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading. * AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called. SVN r3274 (trunk)
1481 lines
36 KiB
C++
1481 lines
36 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Movement/collision utility functions,
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// as used by function in p_map.c.
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// BLOCKMAP Iterator functions,
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// and some PIT_* functions to use for iteration.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "m_bbox.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "p_3dmidtex.h"
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// State.
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#include "r_state.h"
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#include "templates.h"
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#include "po_man.h"
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static AActor *RoughBlockCheck (AActor *mo, int index, void *);
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//==========================================================================
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//
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// P_AproxDistance
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//
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// Gives an estimation of distance (not exact)
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//
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//==========================================================================
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fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
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{
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dx = abs(dx);
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dy = abs(dy);
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return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
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}
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//==========================================================================
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//
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// P_InterceptVector
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//
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// Returns the fractional intercept point along the first divline.
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//
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//==========================================================================
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fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1)
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{
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#if 0 // [RH] Use 64 bit ints, so long divlines don't overflow
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SQWORD den = ( ((SQWORD)v1->dy*v2->dx - (SQWORD)v1->dx*v2->dy) >> FRACBITS );
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if (den == 0)
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return 0; // parallel
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SQWORD num = ((SQWORD)(v1->x - v2->x)*v1->dy + (SQWORD)(v2->y - v1->y)*v1->dx);
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return (fixed_t)(num / den);
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#elif 0 // This is the original Doom version
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fixed_t frac;
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fixed_t num;
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fixed_t den;
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den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
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if (den == 0)
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return 0;
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// I_Error ("P_InterceptVector: parallel");
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num =
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FixedMul ( (v1->x - v2->x)>>8 ,v1->dy )
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+FixedMul ( (v2->y - v1->y)>>8, v1->dx );
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frac = FixedDiv (num , den);
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return frac;
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#else // optimized version of the float debug version. A lot faster on modern systens.
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double frac;
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double num;
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double den;
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// There's no need to divide by FRACUNIT here.
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// At the end both num and den will contain a factor
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// 1/(FRACUNIT*FRACUNIT) so they'll cancel each other out.
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double v1x = (double)v1->x;
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double v1y = (double)v1->y;
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double v1dx = (double)v1->dx;
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double v1dy = (double)v1->dy;
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double v2x = (double)v2->x;
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double v2y = (double)v2->y;
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double v2dx = (double)v2->dx;
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double v2dy = (double)v2->dy;
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den = v1dy*v2dx - v1dx*v2dy;
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if (den == 0)
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return 0; // parallel
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num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
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frac = num / den;
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return FLOAT2FIXED(frac);
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#endif
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}
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//==========================================================================
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//
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// P_LineOpening
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//
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// Sets opentop and openbottom to the window
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// through a two sided line.
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// OPTIMIZE: keep this precalculated
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//
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//==========================================================================
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void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy)
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{
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sector_t *front, *back;
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fixed_t fc, ff, bc, bf;
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if (linedef->sidedef[1] == NULL)
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{
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// single sided line
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open.range = 0;
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return;
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}
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front = linedef->frontsector;
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back = linedef->backsector;
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fc = front->ceilingplane.ZatPoint (x, y);
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ff = front->floorplane.ZatPoint (x, y);
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bc = back->ceilingplane.ZatPoint (x, y);
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bf = back->floorplane.ZatPoint (x, y);
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/*Printf ("]]]]]] %d %d\n", ff, bf);*/
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open.topsec = fc < bc? front : back;
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open.ceilingpic = open.topsec->GetTexture(sector_t::ceiling);
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open.top = fc < bc ? fc : bc;
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bool usefront;
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// [RH] fudge a bit for actors that are moving across lines
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// bordering a slope/non-slope that meet on the floor. Note
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// that imprecisions in the plane equation mean there is a
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// good chance that even if a slope and non-slope look like
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// they line up, they won't be perfectly aligned.
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if (refx == FIXED_MIN ||
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abs (ff-bf) > 256)
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{
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usefront = (ff > bf);
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}
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else
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{
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if ((front->floorplane.a | front->floorplane.b) == 0)
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usefront = true;
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else if ((back->floorplane.a | front->floorplane.b) == 0)
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usefront = false;
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else
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usefront = !P_PointOnLineSide (refx, refy, linedef);
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}
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if (usefront)
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{
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open.bottom = ff;
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open.bottomsec = front;
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open.floorpic = front->GetTexture(sector_t::floor);
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open.lowfloor = bf;
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}
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else
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{
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open.bottom = bf;
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open.bottomsec = back;
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open.floorpic = back->GetTexture(sector_t::floor);
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open.lowfloor = ff;
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}
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// Check 3D floors
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if (actor != NULL)
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{
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P_LineOpening_XFloors(open, actor, linedef, x, y, refx, refy);
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}
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if (actor != NULL && linedef->frontsector != NULL && linedef->backsector != NULL &&
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linedef->flags & ML_3DMIDTEX)
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{
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open.touchmidtex = P_LineOpening_3dMidtex(actor, linedef, open.top, open.bottom, &open.abovemidtex);
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}
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else open.abovemidtex = open.touchmidtex = false;
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open.range = open.top - open.bottom;
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}
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//
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// THING POSITION SETTING
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//
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//==========================================================================
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//
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// P_UnsetThingPosition
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// Unlinks a thing from block map and sectors.
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// On each position change, BLOCKMAP and other
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// lookups maintaining lists of things inside
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// these structures need to be updated.
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//
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//==========================================================================
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void AActor::UnlinkFromWorld ()
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{
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sector_list = NULL;
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if (!(flags & MF_NOSECTOR))
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{
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// invisible things don't need to be in sector list
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// unlink from subsector
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// killough 8/11/98: simpler scheme using pointers-to-pointers for prev
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// pointers, allows head node pointers to be treated like everything else
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AActor **prev = sprev;
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AActor *next = snext;
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if (prev != NULL) // prev will be NULL if this actor gets deleted due to cleaning up from a broken savegame
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{
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if ((*prev = next)) // unlink from sector list
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next->sprev = prev;
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snext = NULL;
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sprev = (AActor **)(size_t)0xBeefCafe; // Woo! Bug-catching value!
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// phares 3/14/98
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//
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// Save the sector list pointed to by touching_sectorlist.
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// In P_SetThingPosition, we'll keep any nodes that represent
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// sectors the Thing still touches. We'll add new ones then, and
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// delete any nodes for sectors the Thing has vacated. Then we'll
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// put it back into touching_sectorlist. It's done this way to
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// avoid a lot of deleting/creating for nodes, when most of the
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// time you just get back what you deleted anyway.
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//
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// If this Thing is being removed entirely, then the calling
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// routine will clear out the nodes in sector_list.
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sector_list = touching_sectorlist;
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touching_sectorlist = NULL; //to be restored by P_SetThingPosition
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}
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}
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if (!(flags & MF_NOBLOCKMAP))
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{
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// [RH] Unlink from all blocks this actor uses
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FBlockNode *block = this->BlockNode;
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while (block != NULL)
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{
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if (block->NextActor != NULL)
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{
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block->NextActor->PrevActor = block->PrevActor;
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}
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*(block->PrevActor) = block->NextActor;
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FBlockNode *next = block->NextBlock;
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block->Release ();
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block = next;
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}
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BlockNode = NULL;
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}
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}
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//==========================================================================
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//
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// P_SetThingPosition
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// Links a thing into both a block and a subsector based on it's x y.
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// Sets thing->sector properly
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//
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//==========================================================================
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void AActor::LinkToWorld (bool buggy)
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{
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// link into subsector
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sector_t *sec;
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if (!buggy || numgamenodes == 0)
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{
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sec = P_PointInSector (x, y);
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}
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else
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{
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sec = LinkToWorldForMapThing ();
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}
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LinkToWorld (sec);
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}
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void AActor::LinkToWorld (sector_t *sec)
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{
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if (sec == NULL)
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{
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LinkToWorld ();
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return;
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}
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Sector = sec;
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subsector = R_PointInSubsector(x, y); // this is from the rendering nodes, not the gameplay nodes!
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if ( !(flags & MF_NOSECTOR) )
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{
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// invisible things don't go into the sector links
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// killough 8/11/98: simpler scheme using pointer-to-pointer prev
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// pointers, allows head nodes to be treated like everything else
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AActor **link = &sec->thinglist;
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AActor *next = *link;
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if ((snext = next))
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next->sprev = &snext;
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sprev = link;
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*link = this;
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// phares 3/16/98
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//
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// If sector_list isn't NULL, it has a collection of sector
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// nodes that were just removed from this Thing.
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// Collect the sectors the object will live in by looking at
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// the existing sector_list and adding new nodes and deleting
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// obsolete ones.
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// When a node is deleted, its sector links (the links starting
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// at sector_t->touching_thinglist) are broken. When a node is
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// added, new sector links are created.
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P_CreateSecNodeList (this, x, y);
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touching_sectorlist = sector_list; // Attach to thing
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sector_list = NULL; // clear for next time
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}
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// link into blockmap (inert things don't need to be in the blockmap)
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if ( !(flags & MF_NOBLOCKMAP) )
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{
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int x1 = (x - radius - bmaporgx)>>MAPBLOCKSHIFT;
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int x2 = (x + radius - bmaporgx)>>MAPBLOCKSHIFT;
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int y1 = (y - radius - bmaporgy)>>MAPBLOCKSHIFT;
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int y2 = (y + radius - bmaporgy)>>MAPBLOCKSHIFT;
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if (x1 >= bmapwidth || x2 < 0 || y1 >= bmapheight || y2 < 0)
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{ // thing is off the map
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BlockNode = NULL;
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}
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else
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{ // [RH] Link into every block this actor touches, not just the center one
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FBlockNode **alink = &this->BlockNode;
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x1 = MAX (0, x1);
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y1 = MAX (0, y1);
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x2 = MIN (bmapwidth - 1, x2);
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y2 = MIN (bmapheight - 1, y2);
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for (int y = y1; y <= y2; ++y)
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{
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for (int x = x1; x <= x2; ++x)
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{
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FBlockNode **link = &blocklinks[y*bmapwidth + x];
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FBlockNode *node = FBlockNode::Create (this, x, y);
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// Link in to block
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if ((node->NextActor = *link) != NULL)
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{
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(*link)->PrevActor = &node->NextActor;
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}
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node->PrevActor = link;
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*link = node;
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// Link in to actor
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node->PrevBlock = alink;
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node->NextBlock = NULL;
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(*alink) = node;
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alink = &node->NextBlock;
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}
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}
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}
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}
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}
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//==========================================================================
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//
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// [RH] LinkToWorldForMapThing
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//
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// Emulate buggy PointOnLineSide and fix actors that lie on
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// lines to compensate for some IWAD maps.
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//
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//==========================================================================
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static int R_PointOnSideSlow (fixed_t x, fixed_t y, node_t *node)
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{
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// [RH] This might have been faster than two multiplies and an
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// add on a 386/486, but it certainly isn't on anything newer than that.
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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if (!node->dx)
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{
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if (x <= node->x)
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return node->dy > 0;
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return node->dy < 0;
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}
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if (!node->dy)
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{
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if (y <= node->y)
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return node->dx < 0;
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return node->dx > 0;
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}
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dx = (x - node->x);
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dy = (y - node->y);
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// Try to quickly decide by looking at sign bits.
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if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
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{
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if ( (node->dy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( node->dy>>FRACBITS , dx );
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right = FixedMul ( dy , node->dx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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}
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sector_t *AActor::LinkToWorldForMapThing ()
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{
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node_t *node = gamenodes + numgamenodes - 1;
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do
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{
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// Use original buggy point-on-side test when spawning
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// things at level load so that the map spots in the
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// emerald key room of Hexen MAP01 are spawned on the
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// window ledge instead of the blocking floor in front
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// of it. Why do I consider it buggy? Because a point
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// that lies directly on a line should always be
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// considered as "in front" of the line. The orientation
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// of the line should be irrelevant.
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node = (node_t *)node->children[R_PointOnSideSlow (x, y, node)];
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}
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while (!((size_t)node & 1));
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subsector_t *ssec = (subsector_t *)((BYTE *)node - 1);
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if (flags4 & MF4_FIXMAPTHINGPOS)
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{
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// If the thing is exactly on a line, move it into the subsector
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// slightly in order to resolve clipping issues in the renderer.
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// This check needs to use the blockmap, because an actor on a
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// one-sided line might go into a subsector behind the line, so
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// the line would not be included as one of its subsector's segs.
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int blockx = (x - bmaporgx) >> MAPBLOCKSHIFT;
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int blocky = (y - bmaporgy) >> MAPBLOCKSHIFT;
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if ((unsigned int)blockx < (unsigned int)bmapwidth &&
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(unsigned int)blocky < (unsigned int)bmapheight)
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{
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int *list;
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for (list = blockmaplump + blockmap[blocky*bmapwidth + blockx] + 1; *list != -1; ++list)
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{
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line_t *ldef = &lines[*list];
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if (ldef->frontsector == ldef->backsector)
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{ // Skip two-sided lines inside a single sector
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continue;
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}
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if (ldef->backsector != NULL)
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{
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if (ldef->frontsector->floorplane == ldef->backsector->floorplane &&
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ldef->frontsector->ceilingplane == ldef->backsector->ceilingplane)
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{ // Skip two-sided lines without any height difference on either side
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continue;
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}
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}
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// Not inside the line's bounding box
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if (x + radius <= ldef->bbox[BOXLEFT]
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|| x - radius >= ldef->bbox[BOXRIGHT]
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|| y + radius <= ldef->bbox[BOXBOTTOM]
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|| y - radius >= ldef->bbox[BOXTOP] )
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continue;
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// Get the exact distance to the line
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divline_t dll, dlv;
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fixed_t linelen = (fixed_t)sqrt((double)ldef->dx*ldef->dx + (double)ldef->dy*ldef->dy);
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P_MakeDivline (ldef, &dll);
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dlv.x = x;
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dlv.y = y;
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dlv.dx = FixedDiv(dll.dy, linelen);
|
|
dlv.dy = -FixedDiv(dll.dx, linelen);
|
|
|
|
fixed_t distance = abs(P_InterceptVector(&dlv, &dll));
|
|
|
|
if (distance < radius)
|
|
{
|
|
DPrintf ("%s at (%d,%d) lies on %s line %td, distance = %f\n",
|
|
this->GetClass()->TypeName.GetChars(), x>>FRACBITS, y>>FRACBITS,
|
|
ldef->dx == 0? "vertical" : ldef->dy == 0? "horizontal" : "diagonal",
|
|
ldef-lines, FIXED2FLOAT(distance));
|
|
angle_t finean = R_PointToAngle2 (0, 0, ldef->dx, ldef->dy);
|
|
if (ldef->backsector != NULL && ldef->backsector == ssec->sector)
|
|
{
|
|
finean += ANGLE_90;
|
|
}
|
|
else
|
|
{
|
|
finean -= ANGLE_90;
|
|
}
|
|
finean >>= ANGLETOFINESHIFT;
|
|
|
|
// Get the distance we have to move the object away from the wall
|
|
distance = radius - distance;
|
|
x += FixedMul(distance, finecosine[finean]);
|
|
y += FixedMul(distance, finesine[finean]);
|
|
return P_PointInSector (x, y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ssec->sector;
|
|
}
|
|
|
|
void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz)
|
|
{
|
|
UnlinkFromWorld ();
|
|
x = ix;
|
|
y = iy;
|
|
z = iz;
|
|
LinkToWorld ();
|
|
floorz = Sector->floorplane.ZatPoint (ix, iy);
|
|
ceilingz = Sector->ceilingplane.ZatPoint (ix, iy);
|
|
P_FindFloorCeiling(this, true);
|
|
}
|
|
|
|
FBlockNode *FBlockNode::FreeBlocks = NULL;
|
|
|
|
FBlockNode *FBlockNode::Create (AActor *who, int x, int y)
|
|
{
|
|
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();
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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();
|
|
}
|
|
|
|
FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
|
|
: DynHash(0)
|
|
{
|
|
maxy = (box.Top() - bmaporgy) >> MAPBLOCKSHIFT;
|
|
miny = (box.Bottom() - bmaporgy) >> MAPBLOCKSHIFT;
|
|
maxx = (box.Right() - bmaporgx) >> MAPBLOCKSHIFT;
|
|
minx = (box.Left() - bmaporgx) >> MAPBLOCKSHIFT;
|
|
ClearHash();
|
|
Reset();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FBlockThingsIterator :: ClearHash
|
|
//
|
|
//===========================================================================
|
|
|
|
void FBlockThingsIterator::ClearHash()
|
|
{
|
|
clearbuf(Buckets, countof(Buckets), -1);
|
|
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
|
|
fixed_t blockleft = (curx << MAPBLOCKSHIFT) + bmaporgx;
|
|
fixed_t blockright = blockleft + MAPBLOCKSIZE;
|
|
fixed_t blockbottom = (cury << MAPBLOCKSHIFT) + bmaporgy;
|
|
fixed_t blocktop = blockbottom + MAPBLOCKSIZE;
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
fixed_t frac;
|
|
divline_t dl;
|
|
|
|
// avoid precision problems with two routines
|
|
if ( trace.dx > FRACUNIT*16
|
|
|| trace.dy > FRACUNIT*16
|
|
|| trace.dx < -FRACUNIT*16
|
|
|| trace.dy < -FRACUNIT*16)
|
|
{
|
|
s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
|
|
s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
|
|
}
|
|
else
|
|
{
|
|
s1 = P_PointOnLineSide (trace.x, trace.y, ld);
|
|
s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
|
|
}
|
|
|
|
if (s1 == s2) continue; // line isn't crossed
|
|
|
|
// hit the line
|
|
P_MakeDivline (ld, &dl);
|
|
frac = P_InterceptVector (&trace, &dl);
|
|
|
|
if (frac < 0) continue; // behind source
|
|
|
|
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.x = thing->x + thing->radius;
|
|
line.y = thing->y + thing->radius;
|
|
line.dx = -thing->radius * 2;
|
|
line.dy = 0;
|
|
break;
|
|
|
|
case 1: // Right edge
|
|
line.x = thing->x + thing->radius;
|
|
line.y = thing->y - thing->radius;
|
|
line.dx = 0;
|
|
line.dy = thing->radius * 2;
|
|
break;
|
|
|
|
case 2: // Bottom edge
|
|
line.x = thing->x - thing->radius;
|
|
line.y = thing->y - thing->radius;
|
|
line.dx = thing->radius * 2;
|
|
line.dy = 0;
|
|
break;
|
|
|
|
case 3: // Left edge
|
|
line.x = thing->x - thing->radius;
|
|
line.y = thing->y + thing->radius;
|
|
line.dx = 0;
|
|
line.dy = thing->radius * -2;
|
|
break;
|
|
}
|
|
// Check if this side is facing the trace origin
|
|
if (P_PointOnDivlineSide (trace.x, trace.y, &line) == 0)
|
|
{
|
|
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
|
|
fixed_t frac = P_InterceptVector (&trace, &line);
|
|
if (frac < 0)
|
|
{ // behind source
|
|
continue;
|
|
}
|
|
|
|
intercept_t newintercept;
|
|
newintercept.frac = frac;
|
|
newintercept.isaline = false;
|
|
newintercept.done = false;
|
|
newintercept.d.thing = thing;
|
|
intercepts.Push (newintercept);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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
|
|
fixed_t x1, y1, x2, y2;
|
|
int s1, s2;
|
|
divline_t dl;
|
|
fixed_t 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 >= 0)
|
|
{
|
|
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;
|
|
|
|
fixed_t dist = FIXED_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 > maxfrac || in == NULL) return NULL; // checked everything in range
|
|
in->done = true;
|
|
return in;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FPathTraverse
|
|
// Traces a line from x1,y1 to x2,y2,
|
|
//
|
|
//===========================================================================
|
|
|
|
FPathTraverse::FPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags)
|
|
{
|
|
fixed_t xt1;
|
|
fixed_t yt1;
|
|
fixed_t xt2;
|
|
fixed_t yt2;
|
|
|
|
fixed_t xstep;
|
|
fixed_t ystep;
|
|
|
|
fixed_t partialx, partialy;
|
|
|
|
fixed_t xintercept;
|
|
fixed_t yintercept;
|
|
|
|
int mapx;
|
|
int mapy;
|
|
|
|
int mapxstep;
|
|
int mapystep;
|
|
|
|
int count;
|
|
|
|
validcount++;
|
|
intercept_index = intercepts.Size();
|
|
|
|
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
|
|
x1 += FRACUNIT; // don't side exactly on a line
|
|
|
|
if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
|
|
y1 += FRACUNIT; // don't side exactly on a line
|
|
|
|
trace.x = x1;
|
|
trace.y = y1;
|
|
trace.dx = x2 - x1;
|
|
trace.dy = y2 - y1;
|
|
|
|
x1 -= bmaporgx;
|
|
y1 -= bmaporgy;
|
|
xt1 = x1>>MAPBLOCKSHIFT;
|
|
yt1 = y1>>MAPBLOCKSHIFT;
|
|
|
|
x2 -= bmaporgx;
|
|
y2 -= bmaporgy;
|
|
xt2 = x2>>MAPBLOCKSHIFT;
|
|
yt2 = y2>>MAPBLOCKSHIFT;
|
|
|
|
if (xt2 > xt1)
|
|
{
|
|
mapxstep = 1;
|
|
partialx = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
|
|
ystep = FixedDiv (y2-y1,abs(x2-x1));
|
|
}
|
|
else if (xt2 < xt1)
|
|
{
|
|
mapxstep = -1;
|
|
partialx = (x1>>MAPBTOFRAC)&(FRACUNIT-1);
|
|
ystep = FixedDiv (y2-y1,abs(x2-x1));
|
|
}
|
|
else
|
|
{
|
|
mapxstep = 0;
|
|
partialx = FRACUNIT;
|
|
ystep = 256*FRACUNIT;
|
|
}
|
|
yintercept = (y1>>MAPBTOFRAC) + FixedMul (partialx, ystep);
|
|
|
|
|
|
if (yt2 > yt1)
|
|
{
|
|
mapystep = 1;
|
|
partialy = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1));
|
|
xstep = FixedDiv (x2-x1,abs(y2-y1));
|
|
}
|
|
else if (yt2 < yt1)
|
|
{
|
|
mapystep = -1;
|
|
partialy = (y1>>MAPBTOFRAC)&(FRACUNIT-1);
|
|
xstep = FixedDiv (x2-x1,abs(y2-y1));
|
|
}
|
|
else
|
|
{
|
|
mapystep = 0;
|
|
partialy = FRACUNIT;
|
|
xstep = 256*FRACUNIT;
|
|
}
|
|
xintercept = (x1>>MAPBTOFRAC) + FixedMul (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 (abs(xstep) == FRACUNIT && abs(ystep) == FRACUNIT)
|
|
{
|
|
if (ystep < 0)
|
|
{
|
|
partialx = FRACUNIT - partialx;
|
|
}
|
|
if (xstep < 0)
|
|
{
|
|
partialy = FRACUNIT - partialy;
|
|
}
|
|
if (partialx == partialy)
|
|
{
|
|
xintercept = xt1 << FRACBITS;
|
|
yintercept = yt1 << FRACBITS;
|
|
}
|
|
}
|
|
|
|
// Step through map blocks.
|
|
// Count is present to prevent a round off error
|
|
// from skipping the break statement.
|
|
mapx = xt1;
|
|
mapy = yt1;
|
|
|
|
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 < 100 ; count++)
|
|
{
|
|
if (flags & PT_ADDLINES)
|
|
{
|
|
AddLineIntercepts(mapx, mapy);
|
|
}
|
|
|
|
if (flags & PT_ADDTHINGS)
|
|
{
|
|
AddThingIntercepts(mapx, mapy, btit, compatible);
|
|
}
|
|
|
|
if (mapx == xt2 && mapy == yt2)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// [RH] Handle corner cases properly instead of pretending they don't exist.
|
|
switch ((((yintercept >> FRACBITS) == mapy) << 1) | ((xintercept >> FRACBITS) == mapx))
|
|
{
|
|
case 0: // neither xintercept nor yintercept match!
|
|
count = 100; // Stop traversing, because somebody screwed up.
|
|
break;
|
|
|
|
case 1: // xintercept matches
|
|
xintercept += xstep;
|
|
mapy += mapystep;
|
|
break;
|
|
|
|
case 2: // yintercept matches
|
|
yintercept += ystep;
|
|
mapx += mapxstep;
|
|
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.
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
count = 100; // Doom originally did not handle this case so do the same in compatibility mode.
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
maxfrac = FRACUNIT;
|
|
}
|
|
|
|
FPathTraverse::~FPathTraverse()
|
|
{
|
|
intercepts.Resize(intercept_index);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_RoughMonsterSearch
|
|
//
|
|
// Searches though the surrounding mapblocks for monsters/players
|
|
// distance is in MAPBLOCKUNITS
|
|
//===========================================================================
|
|
|
|
AActor *P_RoughMonsterSearch (AActor *mo, int distance)
|
|
{
|
|
return P_BlockmapSearch (mo, distance, RoughBlockCheck);
|
|
}
|
|
|
|
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 = (mo->x-bmaporgx)>>MAPBLOCKSHIFT;
|
|
startY = (mo->y-bmaporgy)>>MAPBLOCKSHIFT;
|
|
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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// RoughBlockCheck
|
|
//
|
|
//===========================================================================
|
|
|
|
static AActor *RoughBlockCheck (AActor *mo, int index, void *)
|
|
{
|
|
FBlockNode *link;
|
|
|
|
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
|
|
{
|
|
if (link->Me != mo)
|
|
{
|
|
if (mo->IsOkayToAttack (link->Me))
|
|
{
|
|
return link->Me;
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|