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https://github.com/ZDoom/qzdoom.git
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- moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
This commit is contained in:
parent
f864a09faa
commit
33d36157c8
10 changed files with 189 additions and 174 deletions
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@ -1831,6 +1831,8 @@ void AM_drawGrid (int color)
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mline_t ml;
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double minlen, extx, exty;
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double minx, miny;
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auto bmaporgx = level.blockmap.bmaporgx;
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auto bmaporgy = level.blockmap.bmaporgy;
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// [RH] Calculate a minimum for how long the grid lines should be so that
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// they cover the screen at any rotation.
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@ -1843,12 +1845,12 @@ void AM_drawGrid (int color)
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// Figure out start of vertical gridlines
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start = minx - extx;
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start = ceil((start - bmaporgx) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgx;
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start = ceil((start - bmaporgx) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgx;
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end = minx + minlen - extx;
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// draw vertical gridlines
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for (x = start; x < end; x += MAPBLOCKUNITS)
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for (x = start; x < end; x += FBlockmap::MAPBLOCKUNITS)
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{
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ml.a.x = x;
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ml.b.x = x;
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@ -1864,11 +1866,11 @@ void AM_drawGrid (int color)
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// Figure out start of horizontal gridlines
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start = miny - exty;
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start = ceil((start - bmaporgy) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgy;
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start = ceil((start - bmaporgy) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgy;
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end = miny + minlen - exty;
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// draw horizontal gridlines
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for (y=start; y<end; y+=MAPBLOCKUNITS)
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for (y=start; y<end; y+=FBlockmap::MAPBLOCKUNITS)
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{
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ml.a.x = minx - extx;
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ml.b.x = ml.a.x + minlen;
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@ -4,6 +4,7 @@
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#include "g_level.h"
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#include "r_defs.h"
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#include "portal.h"
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#include "p_blockmap.h"
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struct FLevelLocals
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{
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@ -46,6 +47,8 @@ struct FLevelLocals
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TArray<FSectorPortal> sectorPortals;
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TArray<zone_t> Zones;
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FBlockmap blockmap;
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// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
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// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
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TArray<sector_t> loadsectors;
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@ -22,30 +22,73 @@ struct FBlockNode
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static FBlockNode *FreeBlocks;
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};
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extern int* blockmaplump; // offsets in blockmap are from here
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// BLOCKMAP
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// Created from axis aligned bounding box
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// of the map, a rectangular array of
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// blocks of size 128x128.
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// Used to speed up collision detection
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// by spatial subdivision in 2D.
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//
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extern int* blockmap;
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extern int bmapwidth;
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extern int bmapheight; // in mapblocks
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extern double bmaporgx;
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extern double bmaporgy; // origin of block map
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extern FBlockNode** blocklinks; // for thing chains
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// mapblocks are used to check movement
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// against lines and things
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enum
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struct FBlockmap
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{
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MAPBLOCKUNITS = 128
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int* blockmaplump; // offsets in blockmap are from here
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int* blockmap;
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int bmapwidth;
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int bmapheight; // in mapblocks
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double bmaporgx;
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double bmaporgy; // origin of block map
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FBlockNode** blocklinks; // for thing chains
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// mapblocks are used to check movement
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// against lines and things
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enum
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{
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MAPBLOCKUNITS = 128
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};
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inline int GetBlockX(double xpos)
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{
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return int((xpos - bmaporgx) / MAPBLOCKUNITS);
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}
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inline int GetBlockY(double ypos)
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{
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return int((ypos - bmaporgy) / MAPBLOCKUNITS);
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}
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inline bool isValidBlock(int x, int y) const
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{
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return ((unsigned int)x < (unsigned int)bmapwidth &&
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(unsigned int)y < (unsigned int)bmapheight);
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}
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inline int *GetLines(int x, int y) const
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{
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// There is an extra entry at the beginning of every block.
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// Apparently, id had originally intended for it to be used
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// to keep track of things, but the final code does not do that.
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int offset = y*bmapwidth + x;
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return blockmaplump + *(blockmap + offset) + 1;
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}
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bool FBlockmap::VerifyBlockMap(int count);
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void Clear()
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{
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if (blockmaplump != NULL)
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{
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delete[] blockmaplump;
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blockmaplump = NULL;
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}
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if (blocklinks != NULL)
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{
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delete[] blocklinks;
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blocklinks = NULL;
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}
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}
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};
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inline int GetBlockX(double xpos)
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{
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return int((xpos - bmaporgx) / MAPBLOCKUNITS);
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}
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inline int GetBlockY(double ypos)
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{
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return int((ypos - bmaporgy) / MAPBLOCKUNITS);
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}
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#endif
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@ -1434,7 +1434,7 @@ AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams)
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AActor *link;
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AActor *other;
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for (block = blocklinks[index]; block != NULL; block = block->NextActor)
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for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
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{
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link = block->Me;
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@ -1613,7 +1613,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
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AActor *other;
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FLookExParams *params = (FLookExParams *)extparam;
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for (block = blocklinks[index]; block != NULL; block = block->NextActor)
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for (block = level.blockmap.blocklinks[index]; block != NULL; block = block->NextActor)
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{
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link = block->Me;
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100
src/p_maputl.cpp
100
src/p_maputl.cpp
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@ -322,16 +322,15 @@ bool AActor::FixMapthingPos()
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{
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sector_t *secstart = P_PointInSectorBuggy(X(), Y());
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int blockx = GetBlockX(X());
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int blocky = GetBlockY(Y());
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int blockx = level.blockmap.GetBlockX(X());
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int blocky = level.blockmap.GetBlockY(Y());
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bool success = false;
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if ((unsigned int)blockx < (unsigned int)bmapwidth &&
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(unsigned int)blocky < (unsigned int)bmapheight)
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if (level.blockmap.isValidBlock(blockx, blocky))
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{
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int *list;
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for (list = blockmaplump + blockmap[blocky*bmapwidth + blockx] + 1; *list != -1; ++list)
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for (list = level.blockmap.GetLines(blockx, blocky); *list != -1; ++list)
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{
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line_t *ldef = &level.lines[*list];
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@ -487,25 +486,25 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
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{
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DVector3 pos = i==-1? Pos() : PosRelative(check[i] & ~FPortalGroupArray::FLAT);
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int x1 = GetBlockX(pos.X - radius);
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int x2 = GetBlockX(pos.X + radius);
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int y1 = GetBlockY(pos.Y - radius);
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int y2 = GetBlockY(pos.Y + radius);
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int x1 = level.blockmap.GetBlockX(pos.X - radius);
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int x2 = level.blockmap.GetBlockX(pos.X + radius);
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int y1 = level.blockmap.GetBlockY(pos.Y - radius);
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int y2 = level.blockmap.GetBlockY(pos.Y + radius);
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if (x1 >= bmapwidth || x2 < 0 || y1 >= bmapheight || y2 < 0)
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if (x1 >= level.blockmap.bmapwidth || x2 < 0 || y1 >= level.blockmap.bmapheight || y2 < 0)
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{ // thing is off the map
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}
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else
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{ // [RH] Link into every block this actor touches, not just the center one
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x1 = MAX(0, x1);
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y1 = MAX(0, y1);
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x2 = MIN(bmapwidth - 1, x2);
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y2 = MIN(bmapheight - 1, y2);
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x2 = MIN(level.blockmap.bmapwidth - 1, x2);
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y2 = MIN(level.blockmap.bmapheight - 1, y2);
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for (int y = y1; y <= y2; ++y)
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{
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for (int x = x1; x <= x2; ++x)
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{
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FBlockNode **link = &blocklinks[y*bmapwidth + x];
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FBlockNode **link = &level.blockmap.blocklinks[y*level.blockmap.bmapwidth + x];
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FBlockNode *node = FBlockNode::Create(this, x, y, this->Sector->PortalGroup);
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// Link in to block
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@ -580,7 +579,7 @@ FBlockNode *FBlockNode::Create (AActor *who, int x, int y, int group)
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{
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block = new FBlockNode;
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}
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block->BlockIndex = x + y*bmapwidth;
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block->BlockIndex = x + y*level.blockmap.bmapwidth;
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block->Me = who;
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block->NextActor = NULL;
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block->PrevActor = NULL;
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@ -624,10 +623,10 @@ FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _m
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void FBlockLinesIterator::init(const FBoundingBox &box)
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{
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validcount++;
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maxy = GetBlockY(box.Top());
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miny = GetBlockY(box.Bottom());
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maxx = GetBlockX(box.Right());
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minx = GetBlockX(box.Left());
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maxy = level.blockmap.GetBlockY(box.Top());
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miny = level.blockmap.GetBlockY(box.Bottom());
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maxx = level.blockmap.GetBlockX(box.Right());
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minx = level.blockmap.GetBlockX(box.Left());
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Reset();
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}
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@ -646,16 +645,13 @@ void FBlockLinesIterator::StartBlock(int x, int y)
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{
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curx = x;
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cury = y;
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if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
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if (level.blockmap.isValidBlock(x, y))
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{
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int offset = y*bmapwidth + x;
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int offset = y*level.blockmap.bmapwidth + x;
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polyLink = PolyBlockMap? PolyBlockMap[offset] : NULL;
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polyIndex = 0;
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// There is an extra entry at the beginning of every block.
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// Apparently, id had originally intended for it to be used
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// to keep track of things, but the final code does not do that.
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list = blockmaplump + *(blockmap + offset) + 1;
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list = level.blockmap.GetLines(x, y);
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}
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else
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{
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@ -994,10 +990,10 @@ FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int
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void FBlockThingsIterator::init(const FBoundingBox &box)
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{
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maxy = GetBlockY(box.Top());
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miny = GetBlockY(box.Bottom());
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maxx = GetBlockX(box.Right());
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minx = GetBlockX(box.Left());
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maxy = level.blockmap.GetBlockY(box.Top());
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miny = level.blockmap.GetBlockY(box.Bottom());
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maxx = level.blockmap.GetBlockX(box.Right());
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minx = level.blockmap.GetBlockX(box.Left());
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ClearHash();
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Reset();
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}
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@ -1021,13 +1017,13 @@ void FBlockThingsIterator::ClearHash()
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//
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//===========================================================================
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void FBlockThingsIterator::StartBlock(int x, int y)
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{
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curx = x;
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cury = y;
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if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
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void FBlockThingsIterator::StartBlock(int x, int y)
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{
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curx = x;
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cury = y;
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if (level.blockmap.isValidBlock(x, y))
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{
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block = blocklinks[y*bmapwidth + x];
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block = level.blockmap.blocklinks[y*level.blockmap.bmapwidth + x];
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}
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else
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{
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@ -1075,10 +1071,10 @@ AActor *FBlockThingsIterator::Next(bool centeronly)
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if (centeronly)
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{
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// Block boundaries for compatibility mode
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double blockleft = (curx * MAPBLOCKUNITS) + bmaporgx;
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double blockright = blockleft + MAPBLOCKUNITS;
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double blockbottom = (cury * MAPBLOCKUNITS) + bmaporgy;
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double blocktop = blockbottom + MAPBLOCKUNITS;
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double blockleft = (curx * FBlockmap::MAPBLOCKUNITS) + level.blockmap.bmaporgx;
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double blockright = blockleft + FBlockmap::MAPBLOCKUNITS;
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double blockbottom = (cury * FBlockmap::MAPBLOCKUNITS) + level.blockmap.bmaporgy;
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double blocktop = blockbottom + FBlockmap::MAPBLOCKUNITS;
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// only return actors with the center in this block
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if (me->X() >= blockleft && me->X() < blockright &&
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@ -1618,15 +1614,15 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags,
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y2 += y1;
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}
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x1 -= bmaporgx;
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y1 -= bmaporgy;
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xt1 = x1 / MAPBLOCKUNITS;
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yt1 = y1 / MAPBLOCKUNITS;
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x1 -= level.blockmap.bmaporgx;
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y1 -= level.blockmap.bmaporgy;
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xt1 = x1 / FBlockmap::MAPBLOCKUNITS;
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yt1 = y1 / FBlockmap::MAPBLOCKUNITS;
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x2 -= bmaporgx;
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y2 -= bmaporgy;
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xt2 = x2 / MAPBLOCKUNITS;
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yt2 = y2 / MAPBLOCKUNITS;
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x2 -= level.blockmap.bmaporgx;
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y2 -= level.blockmap.bmaporgy;
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xt2 = x2 / FBlockmap::MAPBLOCKUNITS;
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yt2 = y2 / FBlockmap::MAPBLOCKUNITS;
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mapx = xs_FloorToInt(xt1);
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mapy = xs_FloorToInt(yt1);
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@ -1834,7 +1830,7 @@ FPathTraverse::~FPathTraverse()
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// P_RoughMonsterSearch
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//
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// Searches though the surrounding mapblocks for monsters/players
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// distance is in MAPBLOCKUNITS
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// distance is in FBlockmap::MAPBLOCKUNITS
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//===========================================================================
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AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params)
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@ -1849,12 +1845,14 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
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int finalStop;
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int count;
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AActor *target;
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int bmapwidth = level.blockmap.bmapwidth;
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int bmapheight = level.blockmap.bmapheight;
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startX = GetBlockX(mo->X());
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startY = GetBlockY(mo->Y());
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startX = level.blockmap.GetBlockX(mo->X());
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startY = level.blockmap.GetBlockY(mo->Y());
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validcount++;
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if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight)
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if (level.blockmap.isValidBlock(startX, startY))
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{
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if ( (target = check (mo, startY*bmapwidth+startX, params)) )
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{ // found a target right away
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@ -1945,7 +1943,7 @@ static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
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FBlockNode *link;
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for (link = blocklinks[index]; link != NULL; link = link->NextActor)
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for (link = level.blockmap.blocklinks[index]; link != NULL; link = link->NextActor)
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{
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if (link->Me != mo)
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{
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@ -388,11 +388,11 @@ void AActor::UpdateRenderSectorList()
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ClearRenderLineList();
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if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
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{
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int bx = GetBlockX(X());
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int by = GetBlockY(Y());
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int bx = level.blockmap.GetBlockX(X());
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int by = level.blockmap.GetBlockY(Y());
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FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
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// Are there any portals near the actor's position?
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if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
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if (level.blockmap.isValidBlock(bx, by) && PortalBlockmap(bx, by).neighborContainsLines)
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{
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// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
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for (auto &p : linePortals)
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@ -136,34 +136,6 @@ sidei_t *sidetemp;
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TArray<int> linemap;
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// BLOCKMAP
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// Created from axis aligned bounding box
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// of the map, a rectangular array of
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// blocks of size 256x256.
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// Used to speed up collision detection
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// by spatial subdivision in 2D.
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//
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// Blockmap size.
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int bmapwidth;
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int bmapheight; // size in mapblocks
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int *blockmap; // int for larger maps ([RH] Made int because BOOM does)
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int *blockmaplump; // offsets in blockmap are from here
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double bmaporgx; // origin of block map
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double bmaporgy;
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FBlockNode** blocklinks; // for thing chains
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// REJECT
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// For fast sight rejection.
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// Speeds up enemy AI by skipping detailed
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// LineOf Sight calculation.
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// Without special effect, this could be
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// used as a PVS lookup as well.
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//
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bool ForceNodeBuild;
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|
||||
static void P_AllocateSideDefs (MapData *map, int count);
|
||||
|
@ -2868,10 +2840,10 @@ static void P_CreateBlockMap ()
|
|||
CreatePackedBlockmap (BlockMap, BlockLists, bmapwidth, bmapheight);
|
||||
delete[] BlockLists;
|
||||
|
||||
blockmaplump = new int[BlockMap.Size()];
|
||||
level.blockmap.blockmaplump = new int[BlockMap.Size()];
|
||||
for (unsigned int ii = 0; ii < BlockMap.Size(); ++ii)
|
||||
{
|
||||
blockmaplump[ii] = BlockMap[ii];
|
||||
level.blockmap.blockmaplump[ii] = BlockMap[ii];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2882,7 +2854,7 @@ static void P_CreateBlockMap ()
|
|||
//
|
||||
// haleyjd 03/04/10: do verification on validity of blockmap.
|
||||
//
|
||||
static bool P_VerifyBlockMap(int count)
|
||||
bool FBlockmap::VerifyBlockMap(int count)
|
||||
{
|
||||
int x, y;
|
||||
int *maxoffs = blockmaplump + count;
|
||||
|
@ -2905,7 +2877,7 @@ static bool P_VerifyBlockMap(int count)
|
|||
// check that block offset is in bounds
|
||||
if(blockoffset >= maxoffs)
|
||||
{
|
||||
Printf(PRINT_HIGH, "P_VerifyBlockMap: block offset overflow\n");
|
||||
Printf(PRINT_HIGH, "VerifyBlockMap: block offset overflow\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -2914,7 +2886,7 @@ static bool P_VerifyBlockMap(int count)
|
|||
// check that list offset is in bounds
|
||||
if(offset < 4 || offset >= count)
|
||||
{
|
||||
Printf(PRINT_HIGH, "P_VerifyBlockMap: list offset overflow\n");
|
||||
Printf(PRINT_HIGH, "VerifyBlockMap: list offset overflow\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -2926,7 +2898,7 @@ static bool P_VerifyBlockMap(int count)
|
|||
// we have overflowed the lump?
|
||||
if(tmplist >= maxoffs)
|
||||
{
|
||||
Printf(PRINT_HIGH, "P_VerifyBlockMap: open blocklist\n");
|
||||
Printf(PRINT_HIGH, "VerifyBlockMap: open blocklist\n");
|
||||
return false;
|
||||
}
|
||||
if(*tmplist == -1) // found -1
|
||||
|
@ -2938,7 +2910,7 @@ static bool P_VerifyBlockMap(int count)
|
|||
// to be on the safe side.
|
||||
if (*list != 0)
|
||||
{
|
||||
Printf(PRINT_HIGH, "P_VerifyBlockMap: first entry is not 0.\n");
|
||||
Printf(PRINT_HIGH, "VerifyBlockMap: first entry is not 0.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -2947,7 +2919,7 @@ static bool P_VerifyBlockMap(int count)
|
|||
{
|
||||
if((unsigned)*tmplist >= level.lines.Size())
|
||||
{
|
||||
Printf(PRINT_HIGH, "P_VerifyBlockMap: index >= numlines\n");
|
||||
Printf(PRINT_HIGH, "VerifyBlockMap: index >= numlines\n");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -2986,26 +2958,26 @@ void P_LoadBlockMap (MapData * map)
|
|||
int i;
|
||||
|
||||
count/=2;
|
||||
blockmaplump = new int[count];
|
||||
level.blockmap.blockmaplump = new int[count];
|
||||
|
||||
// killough 3/1/98: Expand wad blockmap into larger internal one,
|
||||
// by treating all offsets except -1 as unsigned and zero-extending
|
||||
// them. This potentially doubles the size of blockmaps allowed,
|
||||
// because Doom originally considered the offsets as always signed.
|
||||
|
||||
blockmaplump[0] = LittleShort(wadblockmaplump[0]);
|
||||
blockmaplump[1] = LittleShort(wadblockmaplump[1]);
|
||||
blockmaplump[2] = (uint32_t)(LittleShort(wadblockmaplump[2])) & 0xffff;
|
||||
blockmaplump[3] = (uint32_t)(LittleShort(wadblockmaplump[3])) & 0xffff;
|
||||
level.blockmap.blockmaplump[0] = LittleShort(wadblockmaplump[0]);
|
||||
level.blockmap.blockmaplump[1] = LittleShort(wadblockmaplump[1]);
|
||||
level.blockmap.blockmaplump[2] = (uint32_t)(LittleShort(wadblockmaplump[2])) & 0xffff;
|
||||
level.blockmap.blockmaplump[3] = (uint32_t)(LittleShort(wadblockmaplump[3])) & 0xffff;
|
||||
|
||||
for (i = 4; i < count; i++)
|
||||
{
|
||||
short t = LittleShort(wadblockmaplump[i]); // killough 3/1/98
|
||||
blockmaplump[i] = t == -1 ? (uint32_t)0xffffffff : (uint32_t) t & 0xffff;
|
||||
level.blockmap.blockmaplump[i] = t == -1 ? (uint32_t)0xffffffff : (uint32_t) t & 0xffff;
|
||||
}
|
||||
delete[] data;
|
||||
|
||||
if (!P_VerifyBlockMap(count))
|
||||
if (!level.blockmap.VerifyBlockMap(count))
|
||||
{
|
||||
DPrintf (DMSG_SPAMMY, "Generating BLOCKMAP\n");
|
||||
P_CreateBlockMap();
|
||||
|
@ -3013,16 +2985,16 @@ void P_LoadBlockMap (MapData * map)
|
|||
|
||||
}
|
||||
|
||||
bmaporgx = blockmaplump[0];
|
||||
bmaporgy = blockmaplump[1];
|
||||
bmapwidth = blockmaplump[2];
|
||||
bmapheight = blockmaplump[3];
|
||||
level.blockmap.bmaporgx = level.blockmap.blockmaplump[0];
|
||||
level.blockmap.bmaporgy = level.blockmap.blockmaplump[1];
|
||||
level.blockmap.bmapwidth = level.blockmap.blockmaplump[2];
|
||||
level.blockmap.bmapheight = level.blockmap.blockmaplump[3];
|
||||
|
||||
// clear out mobj chains
|
||||
count = bmapwidth*bmapheight;
|
||||
blocklinks = new FBlockNode *[count];
|
||||
memset (blocklinks, 0, count*sizeof(*blocklinks));
|
||||
blockmap = blockmaplump+4;
|
||||
count = level.blockmap.bmapwidth*level.blockmap.bmapheight;
|
||||
level.blockmap.blocklinks = new FBlockNode *[count];
|
||||
memset (level.blockmap.blocklinks, 0, count*sizeof(*level.blockmap.blocklinks));
|
||||
level.blockmap.blockmap = level.blockmap.blockmaplump+4;
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -3432,20 +3404,11 @@ void P_FreeLevelData ()
|
|||
level.gamesubsectors.Reset();
|
||||
level.rejectmatrix.Clear();
|
||||
level.Zones.Clear();
|
||||
level.blockmap.Clear();
|
||||
|
||||
if (blockmaplump != NULL)
|
||||
{
|
||||
delete[] blockmaplump;
|
||||
blockmaplump = NULL;
|
||||
}
|
||||
if (blocklinks != NULL)
|
||||
{
|
||||
delete[] blocklinks;
|
||||
blocklinks = NULL;
|
||||
}
|
||||
if (PolyBlockMap != NULL)
|
||||
{
|
||||
for (int i = bmapwidth*bmapheight-1; i >= 0; --i)
|
||||
for (int i = level.blockmap.bmapwidth*level.blockmap.bmapheight-1; i >= 0; --i)
|
||||
{
|
||||
polyblock_t *link = PolyBlockMap[i];
|
||||
while (link != NULL)
|
||||
|
|
|
@ -470,7 +470,7 @@ int SightCheck::P_SightBlockLinesIterator (int x, int y)
|
|||
unsigned int i;
|
||||
extern polyblock_t **PolyBlockMap;
|
||||
|
||||
offset = y*bmapwidth+x;
|
||||
offset = y*level.blockmap.bmapwidth+x;
|
||||
|
||||
// if any of the previous blocks may contain a portal we may abort the collection of lines here, but we may not abort the sight check.
|
||||
// (We still try to delay activating this for as long as possible.)
|
||||
|
@ -498,9 +498,7 @@ int SightCheck::P_SightBlockLinesIterator (int x, int y)
|
|||
polyLink = polyLink->next;
|
||||
}
|
||||
|
||||
offset = *(blockmap + offset);
|
||||
|
||||
for (list = blockmaplump + offset + 1; *list != -1; list++)
|
||||
for (list = level.blockmap.GetLines(x, y); *list != -1; list++)
|
||||
{
|
||||
if (!P_SightCheckLine (&level.lines[*list]))
|
||||
{
|
||||
|
@ -655,15 +653,15 @@ bool SightCheck::P_SightPathTraverse ()
|
|||
portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->GetOppositePortalGroup(sector_t::floor) });
|
||||
}
|
||||
|
||||
x1 -= bmaporgx;
|
||||
y1 -= bmaporgy;
|
||||
xt1 = x1 / MAPBLOCKUNITS;
|
||||
yt1 = y1 / MAPBLOCKUNITS;
|
||||
x1 -= level.blockmap.bmaporgx;
|
||||
y1 -= level.blockmap.bmaporgy;
|
||||
xt1 = x1 / FBlockmap::MAPBLOCKUNITS;
|
||||
yt1 = y1 / FBlockmap::MAPBLOCKUNITS;
|
||||
|
||||
x2 -= bmaporgx;
|
||||
y2 -= bmaporgy;
|
||||
xt2 = x2 / MAPBLOCKUNITS;
|
||||
yt2 = y2 / MAPBLOCKUNITS;
|
||||
x2 -= level.blockmap.bmaporgx;
|
||||
y2 -= level.blockmap.bmaporgy;
|
||||
xt2 = x2 / FBlockmap::MAPBLOCKUNITS;
|
||||
yt2 = y2 / FBlockmap::MAPBLOCKUNITS;
|
||||
|
||||
mapx = xs_FloorToInt(xt1);
|
||||
mapy = xs_FloorToInt(yt1);
|
||||
|
@ -741,7 +739,7 @@ bool SightCheck::P_SightPathTraverse ()
|
|||
{
|
||||
// end traversing when reaching the end of the blockmap
|
||||
// an early out is not possible because with portals a trace can easily land outside the map's bounds.
|
||||
if (mapx < 0 || mapx >= bmapwidth || mapy < 0 || mapy >= bmapheight)
|
||||
if (level.blockmap.isValidBlock(mapx, mapy))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1069,10 +1069,10 @@ void FPolyObj::UnLinkPolyobj ()
|
|||
// remove the polyobj from each blockmap section
|
||||
for(j = bbox[BOXBOTTOM]; j <= bbox[BOXTOP]; j++)
|
||||
{
|
||||
index = j*bmapwidth;
|
||||
index = j*level.blockmap.bmapwidth;
|
||||
for(i = bbox[BOXLEFT]; i <= bbox[BOXRIGHT]; i++)
|
||||
{
|
||||
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight)
|
||||
if(i >= 0 && i < level.blockmap.bmapwidth && j >= 0 && j < level.blockmap.bmapheight)
|
||||
{
|
||||
link = PolyBlockMap[index+i];
|
||||
while(link != NULL && link->polyobj != this)
|
||||
|
@ -1105,13 +1105,15 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
line_t *ld;
|
||||
bool blocked;
|
||||
bool performBlockingThrust;
|
||||
int bmapwidth = level.blockmap.bmapwidth;
|
||||
int bmapheight = level.blockmap.bmapheight;
|
||||
|
||||
ld = sd->linedef;
|
||||
|
||||
top = GetBlockY(ld->bbox[BOXTOP]);
|
||||
bottom = GetBlockY(ld->bbox[BOXBOTTOM]);
|
||||
left = GetBlockX(ld->bbox[BOXLEFT]);
|
||||
right = GetBlockX(ld->bbox[BOXRIGHT]);
|
||||
top = level.blockmap.GetBlockY(ld->bbox[BOXTOP]);
|
||||
bottom = level.blockmap.GetBlockY(ld->bbox[BOXBOTTOM]);
|
||||
left = level.blockmap.GetBlockX(ld->bbox[BOXLEFT]);
|
||||
right = level.blockmap.GetBlockX(ld->bbox[BOXRIGHT]);
|
||||
|
||||
blocked = false;
|
||||
checker.Clear();
|
||||
|
@ -1129,7 +1131,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
{
|
||||
for (i = left; i <= right; i++)
|
||||
{
|
||||
for (block = blocklinks[j+i]; block != NULL; block = block->NextActor)
|
||||
for (block = level.blockmap.blocklinks[j+i]; block != NULL; block = block->NextActor)
|
||||
{
|
||||
mobj = block->Me;
|
||||
for (k = (int)checker.Size()-1; k >= 0; --k)
|
||||
|
@ -1230,6 +1232,8 @@ void FPolyObj::LinkPolyobj ()
|
|||
{
|
||||
polyblock_t **link;
|
||||
polyblock_t *tempLink;
|
||||
int bmapwidth = level.blockmap.bmapwidth;
|
||||
int bmapheight = level.blockmap.bmapheight;
|
||||
|
||||
// calculate the polyobj bbox
|
||||
Bounds.ClearBox();
|
||||
|
@ -1242,10 +1246,10 @@ void FPolyObj::LinkPolyobj ()
|
|||
vt = Sidedefs[i]->linedef->v2;
|
||||
Bounds.AddToBox(vt->fPos());
|
||||
}
|
||||
bbox[BOXRIGHT] = GetBlockX(Bounds.Right());
|
||||
bbox[BOXLEFT] = GetBlockX(Bounds.Left());
|
||||
bbox[BOXTOP] = GetBlockY(Bounds.Top());
|
||||
bbox[BOXBOTTOM] = GetBlockY(Bounds.Bottom());
|
||||
bbox[BOXRIGHT] = level.blockmap.GetBlockX(Bounds.Right());
|
||||
bbox[BOXLEFT] = level.blockmap.GetBlockX(Bounds.Left());
|
||||
bbox[BOXTOP] = level.blockmap.GetBlockY(Bounds.Top());
|
||||
bbox[BOXBOTTOM] = level.blockmap.GetBlockY(Bounds.Bottom());
|
||||
// add the polyobj to each blockmap section
|
||||
for(int j = bbox[BOXBOTTOM]*bmapwidth; j <= bbox[BOXTOP]*bmapwidth;
|
||||
j += bmapwidth)
|
||||
|
@ -1398,6 +1402,8 @@ void FPolyObj::ClosestPoint(const DVector2 &fpos, DVector2 &out, side_t **side)
|
|||
static void InitBlockMap (void)
|
||||
{
|
||||
int i;
|
||||
int bmapwidth = level.blockmap.bmapwidth;
|
||||
int bmapheight = level.blockmap.bmapheight;
|
||||
|
||||
PolyBlockMap = new polyblock_t *[bmapwidth*bmapheight];
|
||||
memset (PolyBlockMap, 0, bmapwidth*bmapheight*sizeof(polyblock_t *));
|
||||
|
|
|
@ -113,14 +113,16 @@ struct FPortalBits
|
|||
|
||||
static void BuildBlockmap()
|
||||
{
|
||||
auto bmapwidth = level.blockmap.bmapwidth;
|
||||
auto bmapheight = level.blockmap.bmapheight;
|
||||
|
||||
PortalBlockmap.Clear();
|
||||
PortalBlockmap.Create(bmapwidth, bmapheight);
|
||||
for (int y = 0; y < bmapheight; y++)
|
||||
{
|
||||
for (int x = 0; x < bmapwidth; x++)
|
||||
{
|
||||
int offset = y*bmapwidth + x;
|
||||
int *list = blockmaplump + *(blockmap + offset) + 1;
|
||||
int *list = level.blockmap.GetLines(x, y);
|
||||
FPortalBlock &block = PortalBlockmap(x, y);
|
||||
|
||||
while (*list != -1)
|
||||
|
@ -165,7 +167,7 @@ static void BuildBlockmap()
|
|||
|
||||
void FLinePortalTraverse::AddLineIntercepts(int bx, int by)
|
||||
{
|
||||
if (by < 0 || by >= bmapheight || bx < 0 || bx >= bmapwidth) return;
|
||||
if (by < 0 || by >= PortalBlockmap.dx || bx < 0 || bx >= PortalBlockmap.dy) return;
|
||||
|
||||
FPortalBlock &block = PortalBlockmap(bx, by);
|
||||
|
||||
|
@ -743,9 +745,9 @@ DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy)
|
|||
// Try some easily discoverable early-out first. If we know that the trace cannot possibly find a portal, this saves us from calling the traverser completely for vast parts of the map.
|
||||
if (dx < 128 && dy < 128)
|
||||
{
|
||||
int blockx = GetBlockX(actx);
|
||||
int blocky = GetBlockY(acty);
|
||||
if (blockx < 0 || blocky < 0 || blockx >= bmapwidth || blocky >= bmapheight || !PortalBlockmap(blockx, blocky).neighborContainsLines) return dest;
|
||||
int blockx = level.blockmap.GetBlockX(actx);
|
||||
int blocky = level.blockmap.GetBlockY(acty);
|
||||
if (blockx < 0 || blocky < 0 || blockx >= PortalBlockmap.dx || blocky >= PortalBlockmap.dy || !PortalBlockmap(blockx, blocky).neighborContainsLines) return dest;
|
||||
}
|
||||
|
||||
bool repeat;
|
||||
|
|
Loading…
Reference in a new issue