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https://github.com/ZDoom/qzdoom-gpl.git
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801ac9128a
No more 'equality comparison result unused' warnings
989 lines
27 KiB
C++
989 lines
27 KiB
C++
/*
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** p_trace.cpp
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** Generalized trace function, like most 3D games have
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "p_trace.h"
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#include "p_local.h"
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#include "i_system.h"
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#include "r_sky.h"
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#include "doomstat.h"
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#include "p_maputl.h"
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#include "r_defs.h"
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#include "p_spec.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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struct FTraceInfo
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{
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fixed_t StartX, StartY, StartZ;
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fixed_t Vx, Vy, Vz;
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ActorFlags ActorMask;
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DWORD WallMask;
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AActor *IgnoreThis;
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FTraceResults *Results;
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FTraceResults *TempResults;
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sector_t *CurSector;
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fixed_t MaxDist;
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fixed_t EnterDist;
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ETraceStatus (*TraceCallback)(FTraceResults &res, void *data);
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void *TraceCallbackData;
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DWORD TraceFlags;
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int inshootthrough;
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fixed_t startfrac;
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int aimdir;
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fixed_t limitz;
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// These are required for 3D-floor checking
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// to create a fake sector with a floor
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// or ceiling plane coming from a 3D-floor
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sector_t DummySector[2];
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int sectorsel;
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void Setup3DFloors();
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bool LineCheck(intercept_t *in);
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bool ThingCheck(intercept_t *in);
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bool TraceTraverse (int ptflags);
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bool CheckPlane(const secplane_t &plane);
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int EnterLinePortal(line_t *li, fixed_t frac);
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void EnterSectorPortal(int position, fixed_t frac, sector_t *entersec);
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bool CheckSectorPlane(const sector_t *sector, bool checkFloor)
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{
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return CheckPlane(checkFloor ? sector->floorplane : sector->ceilingplane);
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}
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bool Check3DFloorPlane(const F3DFloor *ffloor, bool checkBottom)
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{
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return CheckPlane(checkBottom? *(ffloor->bottom.plane) : *(ffloor->top.plane));
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}
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void SetSourcePosition()
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{
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Results->SrcFromTarget = { StartX, StartY, StartZ };
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Results->HitVector = { Vx, Vy, Vz };
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Results->SrcAngleToTarget = R_PointToAngle2(0, 0, Results->HitPos.x - StartX, Results->HitPos.y - StartY);
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}
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};
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static bool EditTraceResult (DWORD flags, FTraceResults &res);
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//==========================================================================
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//
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// Trace entry point
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//
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//==========================================================================
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bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
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ActorFlags actorMask, DWORD wallMask, AActor *ignore,
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FTraceResults &res,
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DWORD flags, ETraceStatus (*callback)(FTraceResults &res, void *), void *callbackdata)
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{
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int ptflags;
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FTraceInfo inf;
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FTraceResults tempResult;
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memset(&tempResult, 0, sizeof(tempResult));
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tempResult.Fraction = tempResult.Distance = FIXED_MAX;
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ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS|PT_COMPATIBLE : PT_ADDLINES;
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inf.StartX = x;
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inf.StartY = y;
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inf.StartZ = z;
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inf.Vx = vx;
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inf.Vy = vy;
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inf.Vz = vz;
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inf.ActorMask = actorMask;
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inf.WallMask = wallMask;
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inf.IgnoreThis = ignore;
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inf.CurSector = sector;
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inf.MaxDist = maxDist;
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inf.EnterDist = 0;
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inf.TraceCallback = callback;
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inf.TraceCallbackData = callbackdata;
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inf.TraceFlags = flags;
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inf.Results = &res;
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inf.TempResults = &tempResult;
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inf.inshootthrough = true;
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inf.sectorsel=0;
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inf.aimdir = -1;
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inf.startfrac = 0;
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memset(&res, 0, sizeof(res));
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// check for overflows and clip if necessary
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SQWORD xd = (SQWORD)x + ((SQWORD(vx) * SQWORD(maxDist)) >> 16);
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if (xd>SQWORD(32767)*FRACUNIT)
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{
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inf.MaxDist = FixedDiv(FIXED_MAX - x, vx);
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}
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else if (xd<-SQWORD(32767)*FRACUNIT)
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{
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inf.MaxDist = FixedDiv(FIXED_MIN - x, vx);
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}
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SQWORD yd = (SQWORD)y + ((SQWORD(vy) * SQWORD(maxDist)) >> 16);
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if (yd>SQWORD(32767)*FRACUNIT)
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{
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inf.MaxDist = FixedDiv(FIXED_MAX - y, vy);
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}
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else if (yd<-SQWORD(32767)*FRACUNIT)
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{
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inf.MaxDist = FixedDiv(FIXED_MIN - y, vy);
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}
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if (inf.TraceTraverse (ptflags))
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{
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return flags ? EditTraceResult(flags, res) : true;
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}
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else
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{
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return false;
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}
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}
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//============================================================================
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//
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// traverses a sector portal
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//
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//============================================================================
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void FTraceInfo::EnterSectorPortal(int position, fixed_t frac, sector_t *entersec)
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{
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if (aimdir != -1 && aimdir != position) return;
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AActor *portal = entersec->SkyBoxes[position];
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if (aimdir == sector_t::ceiling && portal->threshold < limitz) return;
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else if (aimdir == sector_t::floor && portal->threshold > limitz) return;
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FTraceInfo newtrace;
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FTraceResults results;
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memset(&results, 0, sizeof(results));
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newtrace.StartX = StartX + portal->scaleX;
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newtrace.StartY = StartY + portal->scaleY;
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newtrace.StartZ = StartZ;
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frac += FixedDiv(FRACUNIT, MaxDist);
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fixed_t enterdist = FixedMul(MaxDist, frac);
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fixed_t enterX = newtrace.StartX + FixedMul(enterdist, Vx);
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fixed_t enterY = newtrace.StartY + FixedMul(enterdist, Vy);
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newtrace.Vx = Vx;
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newtrace.Vy = Vy;
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newtrace.Vz = Vz;
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newtrace.ActorMask = ActorMask;
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newtrace.WallMask = WallMask;
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newtrace.IgnoreThis = IgnoreThis;
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newtrace.Results = &results;
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newtrace.TempResults = TempResults;
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newtrace.CurSector = P_PointInSector(enterX ,enterY);
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newtrace.MaxDist = MaxDist;
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newtrace.EnterDist = EnterDist;
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newtrace.TraceCallback = TraceCallback;
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newtrace.TraceCallbackData = TraceCallbackData;
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newtrace.TraceFlags = TraceFlags;
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newtrace.inshootthrough = true;
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newtrace.startfrac = frac;
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newtrace.aimdir = position;
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newtrace.limitz = portal->threshold;
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newtrace.sectorsel = 0;
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if (newtrace.TraceTraverse(ActorMask ? PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE : PT_ADDLINES))
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{
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TempResults->CopyIfCloser(newtrace.Results);
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}
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}
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//============================================================================
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//
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// traverses a line portal
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// simply calling PortalRelocate does not work here because more needs to be set up
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//
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//============================================================================
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int FTraceInfo::EnterLinePortal(line_t *li, fixed_t frac)
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{
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FLinePortal *port = li->getPortal();
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// The caller cannot handle portals without global offset.
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if (port->mType != PORTT_LINKED && (TraceFlags & TRACE_PortalRestrict)) return -1;
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FTraceInfo newtrace;
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newtrace.StartX = StartX;
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newtrace.StartY = StartY;
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newtrace.StartZ = StartZ;
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newtrace.Vx = Vx;
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newtrace.Vy = Vy;
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newtrace.Vz = Vz;
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P_TranslatePortalXY(li, newtrace.StartX, newtrace.StartY);
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P_TranslatePortalZ(li, newtrace.StartZ);
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P_TranslatePortalVXVY(li, newtrace.Vx, newtrace.Vy);
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frac += FixedDiv(FRACUNIT, MaxDist);
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fixed_t enterdist = FixedMul(MaxDist, frac);
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fixed_t enterX = newtrace.StartX + FixedMul(enterdist, Vx);
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fixed_t enterY = newtrace.StartY + FixedMul(enterdist, Vy);
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newtrace.ActorMask = ActorMask;
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newtrace.WallMask = WallMask;
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newtrace.IgnoreThis = IgnoreThis;
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newtrace.Results = Results;
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newtrace.TempResults = TempResults;
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newtrace.CurSector = P_PointInSector(enterX, enterY);
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newtrace.MaxDist = MaxDist;
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newtrace.EnterDist = EnterDist;
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newtrace.TraceCallback = TraceCallback;
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newtrace.TraceCallbackData = TraceCallbackData;
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newtrace.TraceFlags = TraceFlags;
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newtrace.inshootthrough = true;
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newtrace.startfrac = frac;
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newtrace.aimdir = aimdir;
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newtrace.limitz = limitz;
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P_TranslatePortalZ(li, newtrace.limitz);
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newtrace.sectorsel = 0;
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Results->unlinked = true;
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return newtrace.TraceTraverse(ActorMask ? PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE : PT_ADDLINES);
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}
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//==========================================================================
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//
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// Checks 3D floors at trace start and sets up related data
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//
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//==========================================================================
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void FTraceInfo::Setup3DFloors()
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{
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TDeletingArray<F3DFloor*> &ff = CurSector->e->XFloor.ffloors;
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if (ff.Size())
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{
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memcpy(&DummySector[0], CurSector, sizeof(sector_t));
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CurSector = &DummySector[0];
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sectorsel = 1;
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fixed_t sdist = FixedMul(MaxDist, startfrac);
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fixed_t x = StartX + FixedMul(Vx, sdist);
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fixed_t y = StartY + FixedMul(Vy, sdist);
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fixed_t z = StartZ + FixedMul(Vz, sdist);
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fixed_t bf = CurSector->floorplane.ZatPoint(x, y);
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fixed_t bc = CurSector->ceilingplane.ZatPoint(x, y);
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for (auto rover : ff)
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{
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if (!(rover->flags&FF_EXISTS))
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continue;
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if (rover->flags&FF_SWIMMABLE && Results->Crossed3DWater == NULL)
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{
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if (Check3DFloorPlane(rover, false))
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{
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Results->Crossed3DWater = rover;
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Results->Crossed3DWaterPos = Results->HitPos;
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}
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}
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if (!(rover->flags&FF_SHOOTTHROUGH))
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{
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(x, y);
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fixed_t ff_top = rover->top.plane->ZatPoint(x, y);
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// clip to the part of the sector we are in
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if (z > ff_top)
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{
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// above
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if (bf < ff_top)
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{
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CurSector->floorplane = *rover->top.plane;
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CurSector->SetTexture(sector_t::floor, *rover->top.texture, false);
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CurSector->SkyBoxes[sector_t::floor] = nullptr;
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bf = ff_top;
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}
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}
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else if (z < ff_bottom)
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{
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//below
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if (bc > ff_bottom)
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{
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CurSector->ceilingplane = *rover->bottom.plane;
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CurSector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false);
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bc = ff_bottom;
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CurSector->SkyBoxes[sector_t::ceiling] = nullptr;
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}
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}
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else
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{
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// inside
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if (bf < ff_bottom)
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{
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CurSector->floorplane = *rover->bottom.plane;
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CurSector->SetTexture(sector_t::floor, *rover->bottom.texture, false);
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CurSector->SkyBoxes[sector_t::floor] = nullptr;
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bf = ff_bottom;
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}
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if (bc > ff_top)
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{
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CurSector->ceilingplane = *rover->top.plane;
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CurSector->SetTexture(sector_t::ceiling, *rover->top.texture, false);
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CurSector->SkyBoxes[sector_t::ceiling] = nullptr;
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bc = ff_top;
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}
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inshootthrough = false;
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}
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}
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}
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}
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if (!CurSector->PortalBlocksMovement(sector_t::ceiling))
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{
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EnterSectorPortal(sector_t::ceiling, startfrac, CurSector);
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}
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if (!CurSector->PortalBlocksMovement(sector_t::floor))
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{
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EnterSectorPortal(sector_t::floor, startfrac, CurSector);
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}
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}
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//==========================================================================
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//
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// Processes one line intercept
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//
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//==========================================================================
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bool FTraceInfo::LineCheck(intercept_t *in)
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{
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int lineside;
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sector_t *entersector;
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fixed_t dist = FixedMul(MaxDist, in->frac);
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fixed_t hitx = StartX + FixedMul(Vx, dist);
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fixed_t hity = StartY + FixedMul(Vy, dist);
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fixed_t hitz = StartZ + FixedMul(Vz, dist);
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fixed_t ff, fc, bf = 0, bc = 0;
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if (in->d.line->frontsector->sectornum == CurSector->sectornum)
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{
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lineside = 0;
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}
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else if (in->d.line->backsector && in->d.line->backsector->sectornum == CurSector->sectornum)
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{
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lineside = 1;
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}
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else
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{ // Dammit. Why does Doom have to allow non-closed sectors?
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if (in->d.line->backsector == NULL)
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{
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lineside = 0;
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CurSector = in->d.line->frontsector;
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}
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else
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{
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lineside = P_PointOnLineSide(StartX, StartY, in->d.line);
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CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
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}
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}
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if (!(in->d.line->flags & ML_TWOSIDED))
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{
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entersector = NULL;
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}
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else
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{
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entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
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// For backwards compatibility: Ignore lines with the same sector on both sides.
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// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15) need it.
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if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
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{
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// We must check special activation here because the code below is never reached.
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if (TraceFlags & TRACE_PCross)
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{
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P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_PCross);
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}
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if (TraceFlags & TRACE_Impact)
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{
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P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
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return true;
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}
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}
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ff = CurSector->floorplane.ZatPoint(hitx, hity);
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fc = CurSector->ceilingplane.ZatPoint(hitx, hity);
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if (entersector != NULL)
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{
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bf = entersector->floorplane.ZatPoint(hitx, hity);
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bc = entersector->ceilingplane.ZatPoint(hitx, hity);
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}
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sector_t *hsec = CurSector->GetHeightSec();
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if (Results->CrossedWater == NULL &&
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hsec != NULL &&
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//CurSector->heightsec->waterzone &&
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hitz <= hsec->floorplane.ZatPoint(hitx, hity))
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{
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// hit crossed a water plane
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if (CheckSectorPlane(hsec, true))
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{
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Results->CrossedWater = §ors[CurSector->sectornum];
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Results->CrossedWaterPos = Results->HitPos;
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}
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}
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if (hitz <= ff)
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{
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if (CurSector->PortalBlocksMovement(sector_t::floor))
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{
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// hit floor in front of wall
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Results->HitType = TRACE_HitFloor;
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Results->HitTexture = CurSector->GetTexture(sector_t::floor);
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}
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else if (entersector == NULL || entersector->PortalBlocksMovement(sector_t::floor))
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{
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// hit beyond a portal plane. This needs to be taken care of by the trace spawned on the other side.
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Results->HitType = TRACE_HitNone;
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return false;
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}
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}
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else if (hitz >= fc)
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{
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if (CurSector->PortalBlocksMovement(sector_t::ceiling))
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{
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// hit ceiling in front of wall
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Results->HitType = TRACE_HitCeiling;
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Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
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}
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else if (entersector == NULL || entersector->PortalBlocksMovement(sector_t::ceiling))
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|
{
|
|
// hit beyond a portal plane. This needs to be taken care of by the trace spawned on the other side.
|
|
Results->HitType = TRACE_HitNone;
|
|
return false;
|
|
}
|
|
}
|
|
else if (in->d.line->isLinePortal())
|
|
{
|
|
if (entersector == NULL || (hitz >= bf && hitz <= bc))
|
|
{
|
|
int res = EnterLinePortal(in->d.line, in->frac);
|
|
if (res != -1)
|
|
{
|
|
aimdir = INT_MAX; // flag for ending the traverse
|
|
return !!res;
|
|
}
|
|
}
|
|
goto normalline; // hit upper or lower tier.
|
|
}
|
|
else if (entersector == NULL ||
|
|
hitz < bf || hitz > bc ||
|
|
in->d.line->flags & WallMask)
|
|
{
|
|
normalline:
|
|
// hit the wall
|
|
Results->HitType = TRACE_HitWall;
|
|
Results->Tier =
|
|
entersector == NULL ? TIER_Middle :
|
|
hitz <= bf ? TIER_Lower :
|
|
hitz >= bc ? TIER_Upper : TIER_Middle;
|
|
if (TraceFlags & TRACE_Impact)
|
|
{
|
|
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
|
|
}
|
|
}
|
|
else
|
|
{ // made it past the wall
|
|
// check for 3D floors first
|
|
if (entersector->e->XFloor.ffloors.Size())
|
|
{
|
|
memcpy(&DummySector[sectorsel], entersector, sizeof(sector_t));
|
|
entersector = &DummySector[sectorsel];
|
|
sectorsel ^= 1;
|
|
|
|
for (auto rover : entersector->e->XFloor.ffloors)
|
|
{
|
|
int entershootthrough = !!(rover->flags&FF_SHOOTTHROUGH);
|
|
|
|
if (entershootthrough != inshootthrough && rover->flags&FF_EXISTS)
|
|
{
|
|
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(hitx, hity);
|
|
fixed_t ff_top = rover->top.plane->ZatPoint(hitx, hity);
|
|
|
|
// clip to the part of the sector we are in
|
|
if (hitz > ff_top)
|
|
{
|
|
// above
|
|
if (bf < ff_top)
|
|
{
|
|
entersector->floorplane = *rover->top.plane;
|
|
entersector->SetTexture(sector_t::floor, *rover->top.texture, false);
|
|
entersector->SkyBoxes[sector_t::floor] = NULL;
|
|
bf = ff_top;
|
|
}
|
|
}
|
|
else if (hitz < ff_bottom)
|
|
{
|
|
//below
|
|
if (bc > ff_bottom)
|
|
{
|
|
entersector->ceilingplane = *rover->bottom.plane;
|
|
entersector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false);
|
|
entersector->SkyBoxes[sector_t::ceiling] = NULL;
|
|
bc = ff_bottom;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//hit the edge - equivalent to hitting the wall
|
|
Results->HitType = TRACE_HitWall;
|
|
Results->Tier = TIER_FFloor;
|
|
Results->ffloor = rover;
|
|
if ((TraceFlags & TRACE_Impact) && in->d.line->special)
|
|
{
|
|
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
|
|
}
|
|
goto cont;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Results->HitType = TRACE_HitNone;
|
|
if (TraceFlags & TRACE_PCross)
|
|
{
|
|
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_PCross);
|
|
}
|
|
if (TraceFlags & TRACE_Impact)
|
|
{ // This is incorrect for "impact", but Hexen did this, so
|
|
// we need to as well, for compatibility
|
|
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
|
|
}
|
|
|
|
if (!entersector->PortalBlocksMovement(sector_t::ceiling))
|
|
{
|
|
EnterSectorPortal(sector_t::ceiling, in->frac, entersector);
|
|
}
|
|
if (!entersector->PortalBlocksMovement(sector_t::floor))
|
|
{
|
|
EnterSectorPortal(sector_t::floor, in->frac, entersector);
|
|
}
|
|
}
|
|
cont:
|
|
|
|
if (Results->HitType != TRACE_HitNone)
|
|
{
|
|
// We hit something, so figure out where exactly
|
|
Results->Sector = §ors[CurSector->sectornum];
|
|
|
|
if (Results->HitType != TRACE_HitWall &&
|
|
!CheckSectorPlane(CurSector, Results->HitType == TRACE_HitFloor))
|
|
{ // trace is parallel to the plane (or right on it)
|
|
if (entersector == NULL)
|
|
{
|
|
Results->HitType = TRACE_HitWall;
|
|
Results->Tier = TIER_Middle;
|
|
}
|
|
else
|
|
{
|
|
if (hitz <= bf || hitz >= bc)
|
|
{
|
|
Results->HitType = TRACE_HitWall;
|
|
Results->Tier =
|
|
hitz <= bf ? TIER_Lower :
|
|
hitz >= bc ? TIER_Upper : TIER_Middle;
|
|
}
|
|
else
|
|
{
|
|
Results->HitType = TRACE_HitNone;
|
|
}
|
|
}
|
|
if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
|
|
{
|
|
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
|
|
}
|
|
}
|
|
|
|
if (Results->HitType == TRACE_HitWall)
|
|
{
|
|
Results->HitPos = { hitx, hity, hitz };
|
|
SetSourcePosition();
|
|
Results->Distance = dist;
|
|
Results->Fraction = in->frac;
|
|
Results->Line = in->d.line;
|
|
Results->Side = lineside;
|
|
}
|
|
}
|
|
|
|
if (TraceCallback != NULL && Results->HitType != TRACE_HitNone)
|
|
{
|
|
switch (TraceCallback(*Results, TraceCallbackData))
|
|
{
|
|
case TRACE_Stop: return false;
|
|
case TRACE_Abort: Results->HitType = TRACE_HitNone; return false;
|
|
case TRACE_Skip: Results->HitType = TRACE_HitNone; break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
if (Results->HitType == TRACE_HitNone)
|
|
{
|
|
CurSector = entersector;
|
|
EnterDist = dist;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FTraceInfo::ThingCheck(intercept_t *in)
|
|
{
|
|
fixed_t dist = FixedMul(MaxDist, in->frac);
|
|
fixed_t hitx = StartX + FixedMul(Vx, dist);
|
|
fixed_t hity = StartY + FixedMul(Vy, dist);
|
|
fixed_t hitz = StartZ + FixedMul(Vz, dist);
|
|
|
|
if (hitz > in->d.thing->Top())
|
|
{
|
|
// trace enters above actor
|
|
if (Vz >= 0) return true; // Going up: can't hit
|
|
|
|
// Does it hit the top of the actor?
|
|
dist = FixedDiv(in->d.thing->Top() - StartZ, Vz);
|
|
|
|
if (dist > MaxDist) return true;
|
|
in->frac = FixedDiv(dist, MaxDist);
|
|
|
|
hitx = StartX + FixedMul(Vx, dist);
|
|
hity = StartY + FixedMul(Vy, dist);
|
|
hitz = StartZ + FixedMul(Vz, dist);
|
|
|
|
// calculated coordinate is outside the actor's bounding box
|
|
if (abs(hitx - in->d.thing->X()) > in->d.thing->radius ||
|
|
abs(hity - in->d.thing->Y()) > in->d.thing->radius) return true;
|
|
}
|
|
else if (hitz < in->d.thing->Z())
|
|
{ // trace enters below actor
|
|
if (Vz <= 0) return true; // Going down: can't hit
|
|
|
|
// Does it hit the bottom of the actor?
|
|
dist = FixedDiv(in->d.thing->Z() - StartZ, Vz);
|
|
if (dist > MaxDist) return true;
|
|
in->frac = FixedDiv(dist, MaxDist);
|
|
|
|
hitx = StartX + FixedMul(Vx, dist);
|
|
hity = StartY + FixedMul(Vy, dist);
|
|
hitz = StartZ + FixedMul(Vz, dist);
|
|
|
|
// calculated coordinate is outside the actor's bounding box
|
|
if (abs(hitx - in->d.thing->X()) > in->d.thing->radius ||
|
|
abs(hity - in->d.thing->Y()) > in->d.thing->radius) return true;
|
|
}
|
|
|
|
if (CurSector->e->XFloor.ffloors.Size())
|
|
{
|
|
// check for 3D floor hits first.
|
|
fixed_t ff_floor = CurSector->floorplane.ZatPoint(hitx, hity);
|
|
fixed_t ff_ceiling = CurSector->ceilingplane.ZatPoint(hitx, hity);
|
|
|
|
if (hitz > ff_ceiling && CurSector->PortalBlocksMovement(sector_t::ceiling)) // actor is hit above the current ceiling
|
|
{
|
|
Results->HitType = TRACE_HitCeiling;
|
|
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
|
|
}
|
|
else if (hitz < ff_floor && CurSector->PortalBlocksMovement(sector_t::floor)) // actor is hit below the current floor
|
|
{
|
|
Results->HitType = TRACE_HitFloor;
|
|
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
|
|
}
|
|
else goto cont1;
|
|
|
|
// the trace hit a 3D floor before the thing.
|
|
// Calculate an intersection and abort.
|
|
Results->Sector = §ors[CurSector->sectornum];
|
|
if (!CheckSectorPlane(CurSector, Results->HitType == TRACE_HitFloor))
|
|
{
|
|
Results->HitType = TRACE_HitNone;
|
|
}
|
|
if (TraceCallback != NULL)
|
|
{
|
|
switch (TraceCallback(*Results, TraceCallbackData))
|
|
{
|
|
case TRACE_Continue: return true;
|
|
case TRACE_Stop: return false;
|
|
case TRACE_Abort: Results->HitType = TRACE_HitNone; return false;
|
|
case TRACE_Skip: Results->HitType = TRACE_HitNone; return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
cont1:
|
|
|
|
|
|
Results->HitType = TRACE_HitActor;
|
|
Results->HitPos = { hitx, hity, hitz };
|
|
SetSourcePosition();
|
|
Results->Distance = dist;
|
|
Results->Fraction = in->frac;
|
|
Results->Actor = in->d.thing;
|
|
|
|
if (TraceCallback != NULL)
|
|
{
|
|
switch (TraceCallback(*Results, TraceCallbackData))
|
|
{
|
|
case TRACE_Stop: return false;
|
|
case TRACE_Abort: Results->HitType = TRACE_HitNone; return false;
|
|
case TRACE_Skip: Results->HitType = TRACE_HitNone; return true;
|
|
default: return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FTraceInfo::TraceTraverse (int ptflags)
|
|
{
|
|
// Do a 3D floor check in the starting sector
|
|
Setup3DFloors();
|
|
|
|
FPathTraverse it(StartX, StartY, FixedMul (Vx, MaxDist), FixedMul (Vy, MaxDist), ptflags | PT_DELTA, startfrac);
|
|
intercept_t *in;
|
|
int lastsplashsector = -1;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
// Deal with splashes in 3D floors (but only run once per sector, not each iteration - and stop if something was found.)
|
|
if (Results->Crossed3DWater == NULL && lastsplashsector != CurSector->sectornum)
|
|
{
|
|
for (auto rover : CurSector->e->XFloor.ffloors)
|
|
{
|
|
if ((rover->flags & FF_EXISTS) && (rover->flags&FF_SWIMMABLE))
|
|
{
|
|
if (Check3DFloorPlane(rover, false))
|
|
{
|
|
Results->Crossed3DWater = rover;
|
|
Results->Crossed3DWaterPos = Results->HitPos;
|
|
}
|
|
}
|
|
}
|
|
lastsplashsector = CurSector->sectornum;
|
|
}
|
|
|
|
// We have something closer in the storage for portal subtraces.
|
|
if (TempResults->HitType != TRACE_HitNone && in->frac > TempResults->Fraction)
|
|
{
|
|
break;
|
|
}
|
|
else if (in->isaline)
|
|
{
|
|
bool res = LineCheck(in);
|
|
if (aimdir == INT_MAX) return res; // signal for immediate abort
|
|
if (!res) break;
|
|
}
|
|
else if ((in->d.thing->flags & ActorMask) && in->d.thing != IgnoreThis)
|
|
{
|
|
if (!ThingCheck(in)) break;
|
|
}
|
|
}
|
|
|
|
// Check if one subtrace through a portal yielded a better result.
|
|
if (TempResults->HitType != TRACE_HitNone &&
|
|
(Results->HitType == TRACE_HitNone || Results->Fraction > TempResults->Fraction))
|
|
{
|
|
// We still need to do a water check here or this may get missed on occasion
|
|
if (Results->CrossedWater == NULL &&
|
|
CurSector->heightsec != NULL &&
|
|
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.z)
|
|
{
|
|
// Save the result so that the water check doesn't destroy it.
|
|
FTraceResults *res = Results;
|
|
FTraceResults hsecResult;
|
|
Results = &hsecResult;
|
|
|
|
if (CheckSectorPlane(CurSector->heightsec, true))
|
|
{
|
|
Results->CrossedWater = §ors[CurSector->sectornum];
|
|
Results->CrossedWaterPos = Results->HitPos;
|
|
}
|
|
Results = res;
|
|
}
|
|
|
|
Results->CopyIfCloser(TempResults);
|
|
return true;
|
|
}
|
|
else if (Results->HitType == TRACE_HitNone)
|
|
{
|
|
if (CurSector->PortalBlocksMovement(sector_t::floor) && CheckSectorPlane(CurSector, true))
|
|
{
|
|
Results->HitType = TRACE_HitFloor;
|
|
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
|
|
}
|
|
else if (CurSector->PortalBlocksMovement(sector_t::ceiling) && CheckSectorPlane(CurSector, false))
|
|
{
|
|
Results->HitType = TRACE_HitCeiling;
|
|
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
|
|
}
|
|
}
|
|
|
|
// check for intersection with floor/ceiling
|
|
Results->Sector = §ors[CurSector->sectornum];
|
|
|
|
if (Results->CrossedWater == NULL &&
|
|
CurSector->heightsec != NULL &&
|
|
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.z)
|
|
{
|
|
// Save the result so that the water check doesn't destroy it.
|
|
FTraceResults *res = Results;
|
|
FTraceResults hsecResult;
|
|
Results = &hsecResult;
|
|
|
|
if (CheckSectorPlane(CurSector->heightsec, true))
|
|
{
|
|
Results->CrossedWater = §ors[CurSector->sectornum];
|
|
Results->CrossedWaterPos = Results->HitPos;
|
|
}
|
|
Results = res;
|
|
}
|
|
if (Results->HitType == TRACE_HitNone && Results->Distance == 0)
|
|
{
|
|
Results->HitPos = {
|
|
StartX + FixedMul(Vx, MaxDist),
|
|
StartY + FixedMul(Vy, MaxDist),
|
|
StartZ + FixedMul(Vz, MaxDist) };
|
|
SetSourcePosition();
|
|
Results->Distance = MaxDist;
|
|
Results->Fraction = FRACUNIT;
|
|
}
|
|
return Results->HitType != TRACE_HitNone;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FTraceInfo::CheckPlane (const secplane_t &plane)
|
|
{
|
|
fixed_t den = TMulScale16 (plane.a, Vx, plane.b, Vy, plane.c, Vz);
|
|
|
|
if (den != 0)
|
|
{
|
|
fixed_t num = TMulScale16 (plane.a, StartX,
|
|
plane.b, StartY,
|
|
plane.c, StartZ) + plane.d;
|
|
|
|
fixed_t hitdist = FixedDiv (-num, den);
|
|
|
|
if (hitdist > EnterDist && hitdist < MaxDist)
|
|
{
|
|
Results->HitPos = {
|
|
StartX + FixedMul(Vx, hitdist),
|
|
StartY + FixedMul(Vy, hitdist),
|
|
StartZ + FixedMul(Vz, hitdist) };
|
|
SetSourcePosition();
|
|
Results->Distance = hitdist;
|
|
Results->Fraction = FixedDiv (hitdist, MaxDist);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool EditTraceResult (DWORD flags, FTraceResults &res)
|
|
{
|
|
if (flags & TRACE_NoSky)
|
|
{ // Throw away sky hits
|
|
if (res.HitType == TRACE_HitFloor || res.HitType == TRACE_HitCeiling)
|
|
{
|
|
if (res.HitTexture == skyflatnum)
|
|
{
|
|
res.HitType = TRACE_HitNone;
|
|
return false;
|
|
}
|
|
}
|
|
else if (res.HitType == TRACE_HitWall)
|
|
{
|
|
if (res.Tier == TIER_Upper &&
|
|
res.Line->frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
|
res.Line->backsector->GetTexture(sector_t::ceiling) == skyflatnum)
|
|
{
|
|
res.HitType = TRACE_HitNone;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|