mirror of
https://github.com/ZDoom/qzdoom.git
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- Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using
P_PathTraverse and got rid of a lot of global variables in the process. SVN r898 (trunk)
This commit is contained in:
parent
a0356a45cd
commit
a390ea6a61
10 changed files with 1013 additions and 1006 deletions
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@ -1,3 +1,11 @@
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April 9, 2008 (Changes by Graf Zahl)
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- Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using
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P_PathTraverse and got rid of a lot of global variables in the process.
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- Simplified the use of the checkarray in FBlockThingsIterator: Since the entire
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game runs single threaded there is no need for multiple check arrays if
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recursive use occurs. Using the same array with a higher start index is
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sufficient if the size is reset after finishing using the iterator.
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April 9, 2008 (SBarInfo Update #17)
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- Fixed: SBarInfo tried to calculate scaled offsets on unscaled status bars.
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- Added: createpopup to SBarInfo. No we don't have custom popups yet. It only
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143
src/b_func.cpp
143
src/b_func.cpp
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@ -25,98 +25,87 @@
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static FRandom pr_botdofire ("BotDoFire");
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//Used with Reachable().
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static AActor *looker;
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static AActor *rtarget;
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static bool reachable;
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static fixed_t last_z;
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static sector_t *last_s;
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static fixed_t estimated_dist;
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static bool PTR_Reachable (intercept_t *in)
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//Checks TRUE reachability from
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//one looker to another. First mobj (looker) is looker.
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bool FCajunMaster::Reachable (AActor *looker, AActor *rtarget)
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{
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fixed_t hitx, hity;
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fixed_t frac;
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line_t *line;
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AActor *thing;
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fixed_t dist;
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sector_t *s;
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if (looker == rtarget)
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return false;
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frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
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dist = FixedMul (frac, MAX_TRAVERSE_DIST);
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if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget->x, rtarget->y) -
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rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y))
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< looker->height) //Where rtarget is, looker can't be.
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return false;
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hitx = trace.x + FixedMul (looker->momx, frac);
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hity = trace.y + FixedMul (looker->momy, frac);
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sector_t *last_s = looker->Sector;
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fixed_t last_z = last_s->floorplane.ZatPoint (looker->x, looker->y);
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fixed_t estimated_dist = P_AproxDistance (looker->x - rtarget->x, looker->y - rtarget->y);
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bool reachable = true;
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if (in->isaline)
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FPathTraverse it(looker->x+looker->momx, looker->y+looker->momy, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
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intercept_t *in;
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while ((in = it.Next()))
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{
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line = in->d.line;
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fixed_t hitx, hity;
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fixed_t frac;
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line_t *line;
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AActor *thing;
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fixed_t dist;
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sector_t *s;
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if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
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{
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return (reachable = false); //Cannot continue.
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}
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else
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{
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//Determine if going to use backsector/frontsector.
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s = (line->backsector == last_s) ? line->frontsector : line->backsector;
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
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dist = FixedMul (frac, MAX_TRAVERSE_DIST);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
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hitx = it.Trace().x + FixedMul (looker->momx, frac);
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hity = it.Trace().y + FixedMul (looker->momy, frac);
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if (in->isaline)
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{
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line = in->d.line;
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if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
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{
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last_z = floorheight;
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last_s = s;
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return true;
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return false; //Cannot continue.
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}
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else
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{
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return (reachable = false);
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//Determine if going to use backsector/frontsector.
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s = (line->backsector == last_s) ? line->frontsector : line->backsector;
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
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{
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last_z = floorheight;
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last_s = s;
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continue;
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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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if (dist > estimated_dist)
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{
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return true;
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}
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thing = in->d.thing;
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if (thing == looker) //Can't reach self in this case.
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continue;
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
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{
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return true;
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}
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reachable = false;
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}
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if (dist > estimated_dist)
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{
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reachable = true;
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return false; //Don't need to continue.
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}
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thing = in->d.thing;
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if (thing == looker) //Can't reach self in this case.
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return true;
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
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{
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reachable = true;
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return false;
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}
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reachable = false;
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return true;
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}
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//Checks TRUE reachability from
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//one actor to another. First mobj (actor) is looker.
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bool FCajunMaster::Reachable (AActor *actor, AActor *target)
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{
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if (actor == target)
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return false;
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if ((target->Sector->ceilingplane.ZatPoint (target->x, target->y) -
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target->Sector->floorplane.ZatPoint (target->x, target->y))
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< actor->height) //Where target is, looker can't be.
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return false;
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looker = actor;
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rtarget = target;
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last_s = actor->Sector;
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last_z = last_s->floorplane.ZatPoint (actor->x, actor->y);
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reachable = true;
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estimated_dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
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P_PathTraverse (actor->x+actor->momx, actor->y+actor->momy, target->x, target->y, PT_ADDLINES|PT_ADDTHINGS, PTR_Reachable);
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return reachable;
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}
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@ -40,12 +40,59 @@ void FBoundingBox::AddToBox (fixed_t x, fixed_t y)
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m_Box[BOXTOP] = y;
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}
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//==========================================================================
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//
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// FBoundingBox :: BoxOnLineSide
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//
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// Considers the line to be infinite
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// Returns side 0 or 1, -1 if box crosses the line.
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//
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//==========================================================================
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int FBoundingBox::BoxOnLineSide (const line_t *ld) const
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{
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return P_BoxOnLineSide(m_Box, ld);
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int p1;
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int p2;
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switch (ld->slopetype)
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{
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case ST_HORIZONTAL:
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p1 = m_Box[BOXTOP] > ld->v1->y;
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p2 = m_Box[BOXBOTTOM] > ld->v1->y;
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if (ld->dx < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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break;
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case ST_VERTICAL:
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p1 = m_Box[BOXRIGHT] < ld->v1->x;
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p2 = m_Box[BOXLEFT] < ld->v1->x;
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if (ld->dy < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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break;
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case ST_POSITIVE:
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p1 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXTOP], ld);
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p2 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXBOTTOM], ld);
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break;
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case ST_NEGATIVE:
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default: // Just to assure GCC that p1 and p2 really do get initialized
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p1 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXTOP], ld);
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p2 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXBOTTOM], ld);
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break;
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}
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return (p1 == p2) ? p1 : -1;
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}
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@ -160,6 +160,7 @@ typedef struct
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{
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fixed_t frac; // along trace line
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bool isaline;
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bool done;
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union {
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AActor *thing;
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line_t *line;
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@ -215,7 +216,6 @@ inline void P_MakeDivline (const line_t *li, divline_t *dl)
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}
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fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1);
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int P_BoxOnLineSide (const fixed_t *tmbox, const line_t *ld);
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struct FLineOpening
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{
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class FBlockThingsIterator
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{
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typedef TArray<AActor *> BTChecked;
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static TDeletingArray< BTChecked* > FreeBTChecked;
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static TArray<AActor *> CheckArray;
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int minx, maxx;
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int miny, maxy;
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@ -266,21 +263,24 @@ class FBlockThingsIterator
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int curx, cury;
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bool dontfreecheck;
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BTChecked *checkarray;
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int checkindex;
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FBlockNode *block;
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BTChecked *GetCheckArray();
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void FreeCheckArray();
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void StartBlock(int x, int y);
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// The following 3 functions are only for use in the path traverser
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// and therefore declared private.
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static int GetCheckIndex();
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static void SetCheckIndex(int newvalue);
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FBlockThingsIterator(int x, int y, int checkindex);
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friend class FPathTraverse;
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public:
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FBlockThingsIterator(int minx, int miny, int maxx, int maxy, TArray<AActor *> *check = NULL);
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FBlockThingsIterator(int minx, int miny, int maxx, int maxy);
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FBlockThingsIterator(const FBoundingBox &box);
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~FBlockThingsIterator()
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{
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if (!dontfreecheck) FreeCheckArray();
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}
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~FBlockThingsIterator();
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AActor *Next();
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void Reset() { StartBlock(minx, miny); }
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};
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@ -293,20 +293,31 @@ public:
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AActor *Next();
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};
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class FPathTraverse
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{
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static TArray<intercept_t> intercepts;
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divline_t trace;
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unsigned int intercept_index;
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unsigned int intercept_count;
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fixed_t maxfrac;
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unsigned int count;
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void AddLineIntercepts(int bx, int by);
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void AddThingIntercepts(int bx, int by, int checkindex);
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public:
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intercept_t *Next();
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FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags);
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~FPathTraverse();
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const divline_t &Trace() const { return trace; }
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};
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#define PT_ADDLINES 1
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#define PT_ADDTHINGS 2
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extern divline_t trace;
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bool
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P_PathTraverse
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( fixed_t x1,
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fixed_t y1,
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fixed_t x2,
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fixed_t y2,
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int flags,
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bool (*trav) (intercept_t *));
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AActor *P_BlockmapSearch (AActor *origin, int distance, AActor *(*func)(AActor *, int));
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AActor *P_RoughMonsterSearch (AActor *mo, int distance);
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@ -385,9 +396,7 @@ bool P_CheckMissileSpawn (AActor *missile);
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void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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// [RH] Position the chasecam
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void P_AimCamera (AActor *t1);
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extern fixed_t CameraX, CameraY, CameraZ;
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extern sector_t *CameraSector;
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void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec);
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// [RH] Means of death
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, FName damageType, bool hurtSelf, bool dodamage=true);
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968
src/p_map.cpp
968
src/p_map.cpp
File diff suppressed because it is too large
Load diff
279
src/p_maputl.cpp
279
src/p_maputl.cpp
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@ -59,57 +59,6 @@ fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
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return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
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}
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//==========================================================================
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//
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// P_BoxOnLineSide
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//
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// Considers the line to be infinite
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// Returns side 0 or 1, -1 if box crosses the line.
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//
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//==========================================================================
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int P_BoxOnLineSide (const fixed_t *tmbox, const line_t *ld)
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{
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int p1;
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int p2;
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switch (ld->slopetype)
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{
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case ST_HORIZONTAL:
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p1 = tmbox[BOXTOP] > ld->v1->y;
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p2 = tmbox[BOXBOTTOM] > ld->v1->y;
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if (ld->dx < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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break;
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case ST_VERTICAL:
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p1 = tmbox[BOXRIGHT] < ld->v1->x;
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p2 = tmbox[BOXLEFT] < ld->v1->x;
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if (ld->dy < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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break;
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case ST_POSITIVE:
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p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
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p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
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break;
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case ST_NEGATIVE:
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default: // Just to assure GCC that p1 and p2 really do get initialized
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p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
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p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
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break;
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}
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return (p1 == p2) ? p1 : -1;
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}
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//==========================================================================
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//
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// P_InterceptVector
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@ -264,6 +213,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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// THING POSITION SETTING
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//
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//==========================================================================
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//
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// P_UnsetThingPosition
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// Unlinks a thing from block map and sectors.
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@ -271,6 +221,8 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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// lookups maintaining lists of things inside
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// these structures need to be updated.
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//
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//==========================================================================
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void AActor::UnlinkFromWorld ()
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{
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sector_list = NULL;
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@ -326,11 +278,14 @@ void AActor::UnlinkFromWorld ()
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}
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//==========================================================================
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//
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// P_SetThingPosition
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// Links a thing into both a block and a subsector based on it's x y.
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// Sets thing->sector properly
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//
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//==========================================================================
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void AActor::LinkToWorld (bool buggy)
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{
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// link into subsector
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@ -433,12 +388,15 @@ void AActor::LinkToWorld (sector_t *sec)
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}
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}
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//==========================================================================
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//
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// [RH] LinkToWorldForMapThing
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//
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// Emulate buggy PointOnLineSide and fix actors that lie on
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// lines to compensate for some IWAD maps.
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//
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//==========================================================================
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static int R_PointOnSideSlow (fixed_t x, fixed_t y, node_t *node)
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{
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// [RH] This might have been faster than two multiplies and an
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|
@ -542,7 +500,6 @@ sector_t *AActor::LinkToWorldForMapThing ()
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}
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}
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#if 1
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// Not inside the line's bounding box
|
||||
if (x + radius <= ldef->bbox[BOXLEFT]
|
||||
|| x - radius >= ldef->bbox[BOXRIGHT]
|
||||
|
@ -586,39 +543,6 @@ sector_t *AActor::LinkToWorldForMapThing ()
|
|||
y += FixedMul(distance, finesine[finean]);
|
||||
return P_PointInSector (x, y);
|
||||
}
|
||||
#else
|
||||
if (DMulScale32 (y - ldef->v1->y, ldef->dx, ldef->v1->x - x, ldef->dy) == 0)
|
||||
{
|
||||
// It touches the infinite line; now make sure it touches the linedef
|
||||
SQWORD num, den;
|
||||
|
||||
den = (SQWORD)ldef->dx*ldef->dx + (SQWORD)ldef->dy*ldef->dy;
|
||||
if (den != 0)
|
||||
{
|
||||
num = (SQWORD)(x-ldef->v1->x)*ldef->dx+(SQWORD)(y-ldef->v1->y)*ldef->dy;
|
||||
if (num >= 0 && num <= den)
|
||||
{
|
||||
DPrintf ("%s at (%d,%d) lies directly on %s line %d\n",
|
||||
this->GetClass()->TypeName.GetChars(), x>>FRACBITS, y>>FRACBITS,
|
||||
ldef->dx == 0? "vertical" : ldef->dy == 0? "horizontal" : "diagonal",
|
||||
ldef-lines);
|
||||
angle_t finean = R_PointToAngle2 (0, 0, ldef->dx, ldef->dy);
|
||||
if (ldef->backsector != NULL && ldef->backsector == ssec->sector)
|
||||
{
|
||||
finean += ANGLE_90;
|
||||
}
|
||||
else
|
||||
{
|
||||
finean -= ANGLE_90;
|
||||
}
|
||||
finean >>= ANGLETOFINESHIFT;
|
||||
x += finecosine[finean]) >> 2;
|
||||
y += finesine[finean]) >> 2;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -808,34 +732,20 @@ line_t *FBlockLinesIterator::Next()
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: GetCheckArray
|
||||
// FBlockThingsIterator :: CheckArray
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
TDeletingArray< FBlockThingsIterator::BTChecked* > FBlockThingsIterator::FreeBTChecked;
|
||||
TArray<AActor *> FBlockThingsIterator::CheckArray(32);
|
||||
|
||||
FBlockThingsIterator::BTChecked *FBlockThingsIterator::GetCheckArray()
|
||||
int FBlockThingsIterator::GetCheckIndex()
|
||||
{
|
||||
dontfreecheck = false;
|
||||
if (FreeBTChecked.Size() != 0)
|
||||
{
|
||||
BTChecked *ret;
|
||||
FreeBTChecked.Pop(ret);
|
||||
ret->Clear();
|
||||
return ret;
|
||||
}
|
||||
return new BTChecked();
|
||||
return CheckArray.Size();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: FreeCheckArray
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FBlockThingsIterator::FreeCheckArray()
|
||||
void FBlockThingsIterator::SetCheckIndex(int newvalue)
|
||||
{
|
||||
FreeBTChecked.Push(checkarray);
|
||||
CheckArray.Resize(newvalue);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -844,17 +754,19 @@ void FBlockThingsIterator::FreeCheckArray()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy, TArray<AActor *> *Check)
|
||||
FBlockThingsIterator::FBlockThingsIterator(int x, int y, int check)
|
||||
{
|
||||
if (Check != NULL)
|
||||
{
|
||||
checkarray = Check;
|
||||
dontfreecheck = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
checkarray = GetCheckArray();
|
||||
}
|
||||
checkindex = check;
|
||||
dontfreecheck = true;
|
||||
minx = maxx = x;
|
||||
miny = maxy = y;
|
||||
Reset();
|
||||
}
|
||||
|
||||
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy)
|
||||
{
|
||||
checkindex = CheckArray.Size();
|
||||
dontfreecheck = false;
|
||||
minx = _minx;
|
||||
maxx = _maxx;
|
||||
miny = _miny;
|
||||
|
@ -864,7 +776,8 @@ FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int
|
|||
|
||||
FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
|
||||
{
|
||||
checkarray = GetCheckArray();
|
||||
checkindex = CheckArray.Size();
|
||||
dontfreecheck = false;
|
||||
maxy = (box.Top() - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
miny = (box.Bottom() - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
maxx = (box.Right() - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
|
@ -872,6 +785,17 @@ FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
|
|||
Reset();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: FreeCheckArray
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FBlockThingsIterator::~FBlockThingsIterator()
|
||||
{
|
||||
if (!dontfreecheck) CheckArray.Resize(checkindex);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: StartBlock
|
||||
|
@ -910,16 +834,16 @@ AActor *FBlockThingsIterator::Next()
|
|||
|
||||
block = block->NextActor;
|
||||
// Don't recheck things that were already checked
|
||||
for (i = (int)checkarray->Size() - 1; i >= 0; --i)
|
||||
for (i = (int)CheckArray.Size() - 1; i >= checkindex; --i)
|
||||
{
|
||||
if ((*checkarray)[i] == me)
|
||||
if (CheckArray[i] == me)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i < 0)
|
||||
if (i < checkindex)
|
||||
{
|
||||
checkarray->Push (me);
|
||||
CheckArray.Push (me);
|
||||
return me;
|
||||
}
|
||||
}
|
||||
|
@ -967,16 +891,18 @@ AActor *FRadiusThingsIterator::Next()
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// INTERCEPT ROUTINES
|
||||
// FPathTraverse :: Intercepts
|
||||
//
|
||||
TArray<intercept_t> intercepts (128);
|
||||
//===========================================================================
|
||||
|
||||
divline_t trace;
|
||||
int ptflags;
|
||||
TArray<intercept_t> FPathTraverse::intercepts(128);
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// PIT_AddLineIntercepts.
|
||||
// FPathTraverse :: AddLineIntercepts.
|
||||
// Looks for lines in the given block
|
||||
// that intercept the given trace
|
||||
// to add to the intercepts list.
|
||||
|
@ -984,7 +910,9 @@ int ptflags;
|
|||
// A line is crossed if its endpoints
|
||||
// are on opposite sides of the trace.
|
||||
//
|
||||
void P_AddLineIntercepts(int bx, int by)
|
||||
//===========================================================================
|
||||
|
||||
void FPathTraverse::AddLineIntercepts(int bx, int by)
|
||||
{
|
||||
FBlockLinesIterator it(bx, by, bx, by, true);
|
||||
line_t *ld;
|
||||
|
@ -1023,18 +951,22 @@ void P_AddLineIntercepts(int bx, int by)
|
|||
|
||||
newintercept.frac = frac;
|
||||
newintercept.isaline = true;
|
||||
newintercept.done = false;
|
||||
newintercept.d.line = ld;
|
||||
intercepts.Push (newintercept);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// PIT_AddThingIntercepts
|
||||
// FPathTraverse :: AddThingIntercepts
|
||||
//
|
||||
void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
|
||||
//===========================================================================
|
||||
|
||||
void FPathTraverse::AddThingIntercepts (int bx, int by, int checkindex)
|
||||
{
|
||||
FBlockThingsIterator it(bx, by, bx, by, &checkbt);
|
||||
FBlockThingsIterator it(bx, by, checkindex);
|
||||
AActor *thing;
|
||||
|
||||
while ((thing = it.Next()))
|
||||
|
@ -1099,6 +1031,7 @@ void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
|
|||
intercept_t newintercept;
|
||||
newintercept.frac = frac;
|
||||
newintercept.isaline = false;
|
||||
newintercept.done = false;
|
||||
newintercept.d.thing = thing;
|
||||
intercepts.Push (newintercept);
|
||||
continue;
|
||||
|
@ -1113,6 +1046,7 @@ void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
|
|||
intercept_t newintercept;
|
||||
newintercept.frac = 0;
|
||||
newintercept.isaline = false;
|
||||
newintercept.done = false;
|
||||
newintercept.d.thing = thing;
|
||||
intercepts.Push (newintercept);
|
||||
}
|
||||
|
@ -1120,60 +1054,41 @@ void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// P_TraverseIntercepts
|
||||
// Returns true if the traverser function returns true
|
||||
// for all lines.
|
||||
// FPathTraverse :: Next
|
||||
//
|
||||
bool P_TraverseIntercepts (traverser_t func, fixed_t maxfrac)
|
||||
//===========================================================================
|
||||
|
||||
intercept_t *FPathTraverse::Next()
|
||||
{
|
||||
unsigned int count;
|
||||
fixed_t dist;
|
||||
unsigned int scanpos;
|
||||
intercept_t *scan;
|
||||
intercept_t *in = NULL;
|
||||
|
||||
count = intercepts.Size ();
|
||||
|
||||
while (count--)
|
||||
fixed_t dist = FIXED_MAX;
|
||||
for (unsigned scanpos = intercept_index; scanpos < intercepts.Size (); scanpos++)
|
||||
{
|
||||
dist = FIXED_MAX;
|
||||
for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
|
||||
intercept_t *scan = &intercepts[scanpos];
|
||||
if (scan->frac < dist && !scan->done)
|
||||
{
|
||||
scan = &intercepts[scanpos];
|
||||
if (scan->frac < dist)
|
||||
{
|
||||
dist = scan->frac;
|
||||
in = scan;
|
||||
}
|
||||
dist = scan->frac;
|
||||
in = scan;
|
||||
}
|
||||
|
||||
if (dist > maxfrac || in == NULL)
|
||||
return true; // checked everything in range
|
||||
|
||||
if (!func (in))
|
||||
return false; // don't bother going farther
|
||||
|
||||
in->frac = FIXED_MAX;
|
||||
}
|
||||
|
||||
return true; // everything was traversed
|
||||
|
||||
if (dist > maxfrac || in == NULL) return NULL; // checked everything in range
|
||||
in->done = true;
|
||||
return in;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// P_PathTraverse
|
||||
// FPathTraverse
|
||||
// Traces a line from x1,y1 to x2,y2,
|
||||
// calling the traverser function for each.
|
||||
// Returns true if the traverser function returns true
|
||||
// for all lines.
|
||||
//
|
||||
bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, bool (*trav) (intercept_t *))
|
||||
{
|
||||
static TArray<AActor *> pathbt;
|
||||
//===========================================================================
|
||||
|
||||
FPathTraverse::FPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags)
|
||||
{
|
||||
fixed_t xt1;
|
||||
fixed_t yt1;
|
||||
fixed_t xt2;
|
||||
|
@ -1196,8 +1111,7 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
int count;
|
||||
|
||||
validcount++;
|
||||
intercepts.Clear ();
|
||||
pathbt.Clear ();
|
||||
intercept_index = intercepts.Size();
|
||||
|
||||
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
|
||||
x1 += FRACUNIT; // don't side exactly on a line
|
||||
|
@ -1288,16 +1202,18 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
mapx = xt1;
|
||||
mapy = yt1;
|
||||
|
||||
// we want to use one list of checked actors for the entire operation
|
||||
int BTI_CheckIndex = FBlockThingsIterator::GetCheckIndex();
|
||||
for (count = 0 ; count < 100 ; count++)
|
||||
{
|
||||
if (flags & PT_ADDLINES)
|
||||
{
|
||||
P_AddLineIntercepts(mapx, mapy);
|
||||
AddLineIntercepts(mapx, mapy);
|
||||
}
|
||||
|
||||
if (flags & PT_ADDTHINGS)
|
||||
{
|
||||
P_AddThingIntercepts(mapx, mapy, pathbt);
|
||||
AddThingIntercepts(mapx, mapy, BTI_CheckIndex);
|
||||
}
|
||||
|
||||
if (mapx == xt2 && mapy == yt2)
|
||||
|
@ -1329,14 +1245,14 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
// be checked.
|
||||
if (flags & PT_ADDLINES)
|
||||
{
|
||||
P_AddLineIntercepts(mapx + mapxstep, mapy);
|
||||
P_AddLineIntercepts(mapx, mapy + mapystep);
|
||||
AddLineIntercepts(mapx + mapxstep, mapy);
|
||||
AddLineIntercepts(mapx, mapy + mapystep);
|
||||
}
|
||||
|
||||
if (flags & PT_ADDTHINGS)
|
||||
{
|
||||
P_AddThingIntercepts(mapx + mapxstep, mapy, pathbt);
|
||||
P_AddThingIntercepts(mapx, mapy + mapystep, pathbt);
|
||||
AddThingIntercepts(mapx + mapxstep, mapy, BTI_CheckIndex);
|
||||
AddThingIntercepts(mapx, mapy + mapystep, BTI_CheckIndex);
|
||||
}
|
||||
xintercept += xstep;
|
||||
yintercept += ystep;
|
||||
|
@ -1345,10 +1261,16 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
break;
|
||||
}
|
||||
}
|
||||
// go through the sorted list
|
||||
return P_TraverseIntercepts ( trav, FRACUNIT );
|
||||
FBlockThingsIterator::SetCheckIndex(BTI_CheckIndex);
|
||||
maxfrac = FRACUNIT;
|
||||
}
|
||||
|
||||
FPathTraverse::~FPathTraverse()
|
||||
{
|
||||
intercepts.Resize(intercept_index);
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// P_RoughMonsterSearch
|
||||
|
@ -1473,4 +1395,3 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
|
|||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
|
|
@ -76,7 +76,6 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
|
|||
|
||||
extern cycle_t BotSupportCycles;
|
||||
extern cycle_t BotWTG;
|
||||
extern fixed_t attackrange;
|
||||
EXTERN_CVAR (Bool, r_drawfuzz);
|
||||
EXTERN_CVAR (Int, cl_rockettrails)
|
||||
|
||||
|
|
|
@ -36,6 +36,9 @@ This uses specialized forms of the maputils routines for optimized performance
|
|||
==============================================================================
|
||||
*/
|
||||
|
||||
static TArray<intercept_t> intercepts (128);
|
||||
static divline_t trace;
|
||||
|
||||
static fixed_t sightzstart; // eye z of looker
|
||||
static fixed_t topslope, bottomslope; // slopes to top and bottom of target
|
||||
static int SeePastBlockEverything, SeePastShootableLines;
|
||||
|
|
499
src/p_trace.cpp
499
src/p_trace.cpp
|
@ -36,21 +36,26 @@
|
|||
#include "p_local.h"
|
||||
#include "i_system.h"
|
||||
|
||||
static fixed_t StartZ;
|
||||
static fixed_t Vx, Vy, Vz;
|
||||
static DWORD ActorMask, WallMask;
|
||||
static AActor *IgnoreThis;
|
||||
static FTraceResults *Results;
|
||||
static sector_t *CurSector;
|
||||
static fixed_t MaxDist;
|
||||
static fixed_t EnterDist;
|
||||
static bool (*TraceCallback)(FTraceResults &res);
|
||||
static DWORD TraceFlags;
|
||||
struct FTraceInfo
|
||||
{
|
||||
fixed_t StartX, StartY, StartZ;
|
||||
fixed_t Vx, Vy, Vz;
|
||||
DWORD ActorMask, WallMask;
|
||||
AActor *IgnoreThis;
|
||||
FTraceResults *Results;
|
||||
sector_t *CurSector;
|
||||
fixed_t MaxDist;
|
||||
fixed_t EnterDist;
|
||||
bool (*TraceCallback)(FTraceResults &res);
|
||||
DWORD TraceFlags;
|
||||
|
||||
bool TraceTraverse (int ptflags);
|
||||
bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
|
||||
};
|
||||
|
||||
static bool PTR_TraceIterator (intercept_t *);
|
||||
static bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
|
||||
static bool EditTraceResult (DWORD flags, FTraceResults &res);
|
||||
|
||||
|
||||
bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
||||
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
|
||||
DWORD actorMask, DWORD wallMask, AActor *ignore,
|
||||
|
@ -58,42 +63,45 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
|||
DWORD flags, bool (*callback)(FTraceResults &res))
|
||||
{
|
||||
int ptflags;
|
||||
FTraceInfo inf;
|
||||
|
||||
ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS : PT_ADDLINES;
|
||||
|
||||
StartZ = z;
|
||||
Vx = vx;
|
||||
Vy = vy;
|
||||
Vz = vz;
|
||||
ActorMask = actorMask;
|
||||
WallMask = wallMask;
|
||||
IgnoreThis = ignore;
|
||||
CurSector = sector;
|
||||
MaxDist = maxDist;
|
||||
EnterDist = 0;
|
||||
TraceCallback = callback;
|
||||
TraceFlags = flags;
|
||||
inf.StartX = x;
|
||||
inf.StartY = y;
|
||||
inf.StartZ = z;
|
||||
inf.Vx = vx;
|
||||
inf.Vy = vy;
|
||||
inf.Vz = vz;
|
||||
inf.ActorMask = actorMask;
|
||||
inf.WallMask = wallMask;
|
||||
inf.IgnoreThis = ignore;
|
||||
inf.CurSector = sector;
|
||||
inf.MaxDist = maxDist;
|
||||
inf.EnterDist = 0;
|
||||
inf.TraceCallback = callback;
|
||||
inf.TraceFlags = flags;
|
||||
res.CrossedWater = NULL;
|
||||
Results = &res;
|
||||
inf.Results = &res;
|
||||
|
||||
res.HitType = TRACE_HitNone;
|
||||
|
||||
if (P_PathTraverse (x, y, x + FixedMul (vx, maxDist), y + FixedMul (vy, maxDist),
|
||||
ptflags, PTR_TraceIterator))
|
||||
{ // check for intersection with floor/ceiling
|
||||
res.Sector = CurSector;
|
||||
|
||||
if (CheckSectorPlane (CurSector, true))
|
||||
if (inf.TraceTraverse (ptflags))
|
||||
{ // check for intersection with floor/ceiling
|
||||
res.Sector = inf.CurSector;
|
||||
|
||||
if (inf.CheckSectorPlane (inf.CurSector, true))
|
||||
{
|
||||
res.HitType = TRACE_HitFloor;
|
||||
if (res.CrossedWater == NULL &&
|
||||
CurSector->heightsec != NULL &&
|
||||
CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z)
|
||||
inf.CurSector->heightsec != NULL &&
|
||||
inf.CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z)
|
||||
{
|
||||
res.CrossedWater = CurSector;
|
||||
res.CrossedWater = inf.CurSector;
|
||||
}
|
||||
}
|
||||
else if (CheckSectorPlane (CurSector, false))
|
||||
else if (inf.CheckSectorPlane (inf.CurSector, false))
|
||||
{
|
||||
res.HitType = TRACE_HitCeiling;
|
||||
}
|
||||
|
@ -122,246 +130,253 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
|||
}
|
||||
}
|
||||
|
||||
static bool PTR_TraceIterator (intercept_t *in)
|
||||
bool FTraceInfo::TraceTraverse (int ptflags)
|
||||
{
|
||||
fixed_t hitx, hity, hitz;
|
||||
fixed_t dist;
|
||||
FPathTraverse it(StartX, StartY, StartX + FixedMul (Vx, MaxDist), StartY + FixedMul (Vy, MaxDist), ptflags);
|
||||
intercept_t *in;
|
||||
|
||||
if (in->isaline)
|
||||
while ((in = it.Next()))
|
||||
{
|
||||
int lineside;
|
||||
sector_t *entersector;
|
||||
fixed_t hitx, hity, hitz;
|
||||
fixed_t dist;
|
||||
|
||||
dist = FixedMul (MaxDist, in->frac);
|
||||
hitx = trace.x + FixedMul (Vx, dist);
|
||||
hity = trace.y + FixedMul (Vy, dist);
|
||||
hitz = StartZ + FixedMul (Vz, dist);
|
||||
|
||||
fixed_t ff, fc, bf = 0, bc = 0;
|
||||
|
||||
if (in->d.line->frontsector == CurSector)
|
||||
if (in->isaline)
|
||||
{
|
||||
lineside = 0;
|
||||
}
|
||||
else if (in->d.line->backsector == CurSector)
|
||||
{
|
||||
lineside = 1;
|
||||
}
|
||||
else
|
||||
{ // Dammit. Why does Doom have to allow non-closed sectors?
|
||||
if (in->d.line->backsector == NULL)
|
||||
int lineside;
|
||||
sector_t *entersector;
|
||||
|
||||
dist = FixedMul (MaxDist, in->frac);
|
||||
hitx = StartX + FixedMul (Vx, dist);
|
||||
hity = StartY + FixedMul (Vy, dist);
|
||||
hitz = StartZ + FixedMul (Vz, dist);
|
||||
|
||||
fixed_t ff, fc, bf = 0, bc = 0;
|
||||
|
||||
if (in->d.line->frontsector == CurSector)
|
||||
{
|
||||
lineside = 0;
|
||||
CurSector = in->d.line->frontsector;
|
||||
}
|
||||
else if (in->d.line->backsector == CurSector)
|
||||
{
|
||||
lineside = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
lineside = P_PointOnLineSide (trace.x, trace.y, in->d.line);
|
||||
CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(in->d.line->flags & ML_TWOSIDED))
|
||||
{
|
||||
entersector = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
|
||||
|
||||
// For backwards compatibility: Ignore lines with the same sector on both sides.
|
||||
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
|
||||
if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
ff = CurSector->floorplane.ZatPoint (hitx, hity);
|
||||
fc = CurSector->ceilingplane.ZatPoint (hitx, hity);
|
||||
|
||||
if (entersector != NULL)
|
||||
{
|
||||
bf = entersector->floorplane.ZatPoint (hitx, hity);
|
||||
bc = entersector->ceilingplane.ZatPoint (hitx, hity);
|
||||
}
|
||||
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec &&
|
||||
!(CurSector->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
||||
//CurSector->heightsec->waterzone &&
|
||||
hitz <= CurSector->heightsec->floorplane.ZatPoint (hitx, hity))
|
||||
{
|
||||
// hit crossed a water plane
|
||||
Results->CrossedWater = CurSector;
|
||||
}
|
||||
|
||||
if (hitz <= ff)
|
||||
{ // hit floor in front of wall
|
||||
Results->HitType = TRACE_HitFloor;
|
||||
}
|
||||
else if (hitz >= fc)
|
||||
{ // hit ceiling in front of wall
|
||||
Results->HitType = TRACE_HitCeiling;
|
||||
}
|
||||
else if (entersector == NULL ||
|
||||
hitz <= bf || hitz >= bc ||
|
||||
in->d.line->flags & WallMask)
|
||||
{ // 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
|
||||
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 (Results->HitType != TRACE_HitNone)
|
||||
{
|
||||
// We hit something, so figure out where exactly
|
||||
Results->Sector = CurSector;
|
||||
|
||||
if (Results->HitType != TRACE_HitWall &&
|
||||
!CheckSectorPlane (CurSector, Results->HitType == TRACE_HitFloor))
|
||||
{ // trace is parallel to the plane (or right on it)
|
||||
if (entersector == NULL)
|
||||
{ // Dammit. Why does Doom have to allow non-closed sectors?
|
||||
if (in->d.line->backsector == NULL)
|
||||
{
|
||||
Results->HitType = TRACE_HitWall;
|
||||
Results->Tier = TIER_Middle;
|
||||
lineside = 0;
|
||||
CurSector = in->d.line->frontsector;
|
||||
}
|
||||
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;
|
||||
}
|
||||
lineside = P_PointOnLineSide (StartX, StartY, in->d.line);
|
||||
CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
|
||||
}
|
||||
if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
|
||||
}
|
||||
|
||||
if (!(in->d.line->flags & ML_TWOSIDED))
|
||||
{
|
||||
entersector = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
|
||||
|
||||
// For backwards compatibility: Ignore lines with the same sector on both sides.
|
||||
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
|
||||
if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
ff = CurSector->floorplane.ZatPoint (hitx, hity);
|
||||
fc = CurSector->ceilingplane.ZatPoint (hitx, hity);
|
||||
|
||||
if (entersector != NULL)
|
||||
{
|
||||
bf = entersector->floorplane.ZatPoint (hitx, hity);
|
||||
bc = entersector->ceilingplane.ZatPoint (hitx, hity);
|
||||
}
|
||||
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec &&
|
||||
!(CurSector->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
||||
//CurSector->heightsec->waterzone &&
|
||||
hitz <= CurSector->heightsec->floorplane.ZatPoint (hitx, hity))
|
||||
{
|
||||
// hit crossed a water plane
|
||||
Results->CrossedWater = CurSector;
|
||||
}
|
||||
|
||||
if (hitz <= ff)
|
||||
{ // hit floor in front of wall
|
||||
Results->HitType = TRACE_HitFloor;
|
||||
}
|
||||
else if (hitz >= fc)
|
||||
{ // hit ceiling in front of wall
|
||||
Results->HitType = TRACE_HitCeiling;
|
||||
}
|
||||
else if (entersector == NULL ||
|
||||
hitz <= bf || hitz >= bc ||
|
||||
in->d.line->flags & WallMask)
|
||||
{ // 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
|
||||
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 (Results->HitType == TRACE_HitWall)
|
||||
if (Results->HitType != TRACE_HitNone)
|
||||
{
|
||||
Results->X = hitx;
|
||||
Results->Y = hity;
|
||||
Results->Z = hitz;
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Line = in->d.line;
|
||||
Results->Side = lineside;
|
||||
// We hit something, so figure out where exactly
|
||||
Results->Sector = CurSector;
|
||||
|
||||
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->X = hitx;
|
||||
Results->Y = hity;
|
||||
Results->Z = hitz;
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Line = in->d.line;
|
||||
Results->Side = lineside;
|
||||
}
|
||||
}
|
||||
|
||||
if (Results->HitType == TRACE_HitNone)
|
||||
{
|
||||
CurSector = entersector;
|
||||
EnterDist = dist;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (TraceCallback != NULL)
|
||||
{
|
||||
if (!TraceCallback (*Results)) return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Results->HitType == TRACE_HitNone)
|
||||
// Encountered an actor
|
||||
if (!(in->d.thing->flags & ActorMask) ||
|
||||
in->d.thing == IgnoreThis)
|
||||
{
|
||||
CurSector = entersector;
|
||||
EnterDist = dist;
|
||||
return true;
|
||||
continue;
|
||||
}
|
||||
|
||||
dist = FixedMul (MaxDist, in->frac);
|
||||
hitx = StartX + FixedMul (Vx, dist);
|
||||
hity = StartY + FixedMul (Vy, dist);
|
||||
hitz = StartZ + FixedMul (Vz, dist);
|
||||
|
||||
if (hitz > in->d.thing->z + in->d.thing->height)
|
||||
{ // trace enters above actor
|
||||
if (Vz >= 0) continue; // Going up: can't hit
|
||||
|
||||
// Does it hit the top of the actor?
|
||||
dist = FixedDiv(in->d.thing->z + in->d.thing->height - StartZ, Vz);
|
||||
|
||||
if (dist > MaxDist) continue;
|
||||
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) continue;
|
||||
}
|
||||
else if (hitz < in->d.thing->z)
|
||||
{ // trace enters below actor
|
||||
if (Vz <= 0) continue; // Going down: can't hit
|
||||
|
||||
// Does it hit the bottom of the actor?
|
||||
dist = FixedDiv(in->d.thing->z - StartZ, Vz);
|
||||
if (dist > MaxDist) continue;
|
||||
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) continue;
|
||||
}
|
||||
|
||||
|
||||
Results->HitType = TRACE_HitActor;
|
||||
Results->X = hitx;
|
||||
Results->Y = hity;
|
||||
Results->Z = hitz;
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Actor = in->d.thing;
|
||||
|
||||
if (TraceCallback != NULL)
|
||||
{
|
||||
return TraceCallback (*Results);
|
||||
if (!TraceCallback (*Results)) return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Encountered an actor
|
||||
if (!(in->d.thing->flags & ActorMask) ||
|
||||
in->d.thing == IgnoreThis)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
dist = FixedMul (MaxDist, in->frac);
|
||||
hitx = trace.x + FixedMul (Vx, dist);
|
||||
hity = trace.y + FixedMul (Vy, dist);
|
||||
hitz = StartZ + FixedMul (Vz, dist);
|
||||
|
||||
if (hitz > in->d.thing->z + in->d.thing->height)
|
||||
{ // 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->z + in->d.thing->height - StartZ, Vz);
|
||||
|
||||
if (dist > MaxDist) return true;
|
||||
in->frac = FixedDiv(dist, MaxDist);
|
||||
|
||||
hitx = trace.x + FixedMul (Vx, dist);
|
||||
hity = trace.y + 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 = trace.x + FixedMul (Vx, dist);
|
||||
hity = trace.y + 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;
|
||||
}
|
||||
|
||||
|
||||
Results->HitType = TRACE_HitActor;
|
||||
Results->X = hitx;
|
||||
Results->Y = hity;
|
||||
Results->Z = hitz;
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Actor = in->d.thing;
|
||||
|
||||
if (TraceCallback != NULL)
|
||||
{
|
||||
return TraceCallback (*Results);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool CheckSectorPlane (const sector_t *sector, bool checkFloor)
|
||||
bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor)
|
||||
{
|
||||
secplane_t plane;
|
||||
|
||||
|
@ -378,16 +393,16 @@ static bool CheckSectorPlane (const sector_t *sector, bool checkFloor)
|
|||
|
||||
if (den != 0)
|
||||
{
|
||||
fixed_t num = TMulScale16 (plane.a, trace.x,
|
||||
plane.b, trace.y,
|
||||
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->X = trace.x + FixedMul (Vx, hitdist);
|
||||
Results->Y = trace.y + FixedMul (Vy, hitdist);
|
||||
Results->X = StartX + FixedMul (Vx, hitdist);
|
||||
Results->Y = StartY + FixedMul (Vy, hitdist);
|
||||
Results->Z = StartZ + FixedMul (Vz, hitdist);
|
||||
Results->Distance = hitdist;
|
||||
Results->Fraction = FixedDiv (hitdist, MaxDist);
|
||||
|
|
|
@ -1083,11 +1083,7 @@ void R_SetupFrame (AActor *actor)
|
|||
camera->sprite != 0) // Sprite 0 is always TNT1
|
||||
{
|
||||
// [RH] Use chasecam view
|
||||
P_AimCamera (camera);
|
||||
iview->nviewx = CameraX;
|
||||
iview->nviewy = CameraY;
|
||||
iview->nviewz = CameraZ;
|
||||
viewsector = CameraSector;
|
||||
P_AimCamera (camera, iview->nviewx, iview->nviewy, iview->nviewz, viewsector);
|
||||
r_showviewer = true;
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue