qzdoom-gpl/src/p_maputl.cpp

1918 lines
48 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"
static AActor *RoughBlockCheck (AActor *mo, int index, void *);
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("%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;
}
//==========================================================================
//
// 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();
}
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();
}
//===========================================================================
//
// 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()
{
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
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);
}
//===========================================================================
//
// 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_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable)
{
return P_BlockmapSearch (mo, distance, RoughBlockCheck, (void *)onlyseekable);
}
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;
}
//===========================================================================
//
// RoughBlockCheck
//
//===========================================================================
static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
{
bool onlyseekable = param != NULL;
FBlockNode *link;
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{
if (onlyseekable && !mo->CanSeek(link->Me))
{
continue;
}
if (mo->IsOkayToAttack (link->Me))
{
return link->Me;
}
}
}
return NULL;
}
//==========================================================================
//
// [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 = MulScale16( int(delta.Y * 256) , dx );
auto right = MulScale16( 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;
}