/* ** p_trace.cpp ** Generalized trace function, like most 3D games have ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "p_trace.h" #include "p_local.h" #include "i_system.h" #include "r_sky.h" #include "doomstat.h" 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; int inshootthrough; // These are required for 3D-floor checking // to create a fake sector with a floor // or ceiling plane coming from a 3D-floor sector_t DummySector[2]; int sectorsel; bool TraceTraverse (int ptflags); 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, FTraceResults &res, DWORD flags, bool (*callback)(FTraceResults &res)) { int ptflags; FTraceInfo inf; ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS : PT_ADDLINES; 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; inf.Results = &res; inf.inshootthrough = true; res.HitType = TRACE_HitNone; // Do a 3D floor check in the starting sector memset(&res, 0, sizeof(res)); inf.sectorsel=0; #ifdef _3DFLOORS TDeletingArray &ff = sector->e->XFloor.ffloors; if (ff.Size()) { memcpy(&inf.DummySector[0],sector,sizeof(sector_t)); inf.CurSector=sector=&inf.DummySector[0]; inf.sectorsel=1; fixed_t bf = sector->floorplane.ZatPoint (x, y); fixed_t bc = sector->ceilingplane.ZatPoint (x, y); for(unsigned int i=0;iflags&FF_SHOOTTHROUGH) && rover->flags&FF_EXISTS) { fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y); fixed_t ff_top=rover->top.plane->ZatPoint(x, y); // clip to the part of the sector we are in if (z>ff_top) { // above if (bffloorplane=*rover->top.plane; sector->SetTexture(sector_t::floor, *rover->top.texture, false); bf=ff_top; } } else if (zff_bottom) { sector->ceilingplane=*rover->bottom.plane; sector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false); bc=ff_bottom; } } else { // inside if (bffloorplane=*rover->bottom.plane; sector->SetTexture(sector_t::floor, *rover->bottom.texture, false); bf=ff_bottom; } if (bc>ff_top) { sector->ceilingplane=*rover->top.plane; sector->SetTexture(sector_t::ceiling, *rover->top.texture, false); bc=ff_top; } inf.inshootthrough = false; } } } } #endif // check for overflows and clip if necessary SQWORD xd= (SQWORD)x + ( ( SQWORD(vx) * SQWORD(maxDist) )>>16); if (xd>SQWORD(32767)*FRACUNIT) { maxDist = inf.MaxDist=FixedDiv(FIXED_MAX-x,vx); } else if (xd<-SQWORD(32767)*FRACUNIT) { maxDist = inf.MaxDist=FixedDiv(FIXED_MIN-x,vx); } SQWORD yd= (SQWORD)y + ( ( SQWORD(vy) * SQWORD(maxDist) )>>16); if (yd>SQWORD(32767)*FRACUNIT) { maxDist = inf.MaxDist=FixedDiv(FIXED_MAX-y,vy); } else if (yd<-SQWORD(32767)*FRACUNIT) { maxDist = inf.MaxDist=FixedDiv(FIXED_MIN-y,vy); } // recalculate the trace's end points for robustness if (inf.TraceTraverse (ptflags)) { // check for intersection with floor/ceiling res.Sector = §ors[inf.CurSector->sectornum]; if (inf.CheckSectorPlane (inf.CurSector, true)) { res.HitType = TRACE_HitFloor; res.HitTexture = inf.CurSector->GetTexture(sector_t::floor); if (res.CrossedWater == NULL && inf.CurSector->heightsec != NULL && inf.CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z) { res.CrossedWater = §ors[inf.CurSector->sectornum]; } } else if (inf.CheckSectorPlane (inf.CurSector, false)) { res.HitType = TRACE_HitCeiling; res.HitTexture = inf.CurSector->GetTexture(sector_t::ceiling); } } if (res.HitType != TRACE_HitNone) { if (flags) { return EditTraceResult (flags, res); } else { return true; } } else { res.HitType = TRACE_HitNone; res.X = x + FixedMul (vx, maxDist); res.Y = y + FixedMul (vy, maxDist); res.Z = z + FixedMul (vz, maxDist); res.Distance = maxDist; res.Fraction = FRACUNIT; return false; } } bool FTraceInfo::TraceTraverse (int ptflags) { FPathTraverse it(StartX, StartY, StartX + FixedMul (Vx, MaxDist), StartY + FixedMul (Vy, MaxDist), ptflags); intercept_t *in; while ((in = it.Next())) { fixed_t hitx, hity, hitz; fixed_t dist; if (in->isaline) { 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; // CurSector may be a copy so we must compare the sector number, not the index! if (in->d.line->frontsector->sectornum == CurSector->sectornum) { lineside = 0; } else if (in->d.line->backsector && in->d.line->backsector->sectornum == CurSector->sectornum) { lineside = 1; } else { // Dammit. Why does Doom have to allow non-closed sectors? if (in->d.line->backsector == NULL) { lineside = 0; CurSector = in->d.line->frontsector; } else { lineside = P_PointOnLineSide (StartX, StartY, 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) { // We must check special activation here because the code below is never reached. if (TraceFlags & TRACE_PCross) { P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_PCross); } if (TraceFlags & TRACE_Impact) { P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact); } 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); } sector_t *hsec = CurSector->GetHeightSec(); if (Results->CrossedWater == NULL && hsec != NULL && //CurSector->heightsec->waterzone && hitz <= hsec->floorplane.ZatPoint (hitx, hity)) { // hit crossed a water plane Results->CrossedWater = §ors[CurSector->sectornum]; } if (hitz <= ff) { // hit floor in front of wall Results->HitType = TRACE_HitFloor; Results->HitTexture = CurSector->GetTexture(sector_t::floor); } else if (hitz >= fc) { // hit ceiling in front of wall Results->HitType = TRACE_HitCeiling; Results->HitTexture = CurSector->GetTexture(sector_t::ceiling); } 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 #ifdef _3DFLOORS // check for 3D floors first if (entersector->e->XFloor.ffloors.Size()) { memcpy(&DummySector[sectorsel],entersector,sizeof(sector_t)); entersector=&DummySector[sectorsel]; sectorsel^=1; for(unsigned int i=0;ie->XFloor.ffloors.Size();i++) { F3DFloor * rover=entersector->e->XFloor.ffloors[i]; int entershootthrough = !!(rover->flags&FF_SHOOTTHROUGH); if (entershootthrough != inshootthrough && rover->flags&FF_EXISTS) { fixed_t ff_bottom=rover->bottom.plane->ZatPoint(hitx, hity); fixed_t ff_top=rover->top.plane->ZatPoint(hitx, hity); // clip to the part of the sector we are in if (hitz>ff_top) { // above if (bffloorplane=*rover->top.plane; entersector->SetTexture(sector_t::floor, *rover->top.texture, false); bf=ff_top; } } else if (hitzff_bottom) { entersector->ceilingplane=*rover->bottom.plane; entersector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false); bc=ff_bottom; } } else { //hit the edge - equivalent to hitting the wall Results->HitType = TRACE_HitWall; Results->Tier = TIER_FFloor; Results->ffloor = rover; if ((TraceFlags & TRACE_Impact) && in->d.line->special) { P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact); } goto cont; } } } } #endif 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); } } #ifdef _3DFLOORS cont: #endif if (Results->HitType != TRACE_HitNone) { // We hit something, so figure out where exactly Results->Sector = §ors[CurSector->sectornum]; if (Results->HitType != TRACE_HitWall && !CheckSectorPlane (CurSector, Results->HitType == TRACE_HitFloor)) { // trace is parallel to the plane (or right on it) if (entersector == NULL) { Results->HitType = TRACE_HitWall; Results->Tier = TIER_Middle; } else { if (hitz <= bf || hitz >= bc) { Results->HitType = TRACE_HitWall; Results->Tier = hitz <= bf ? TIER_Lower : hitz >= bc ? TIER_Upper : TIER_Middle; } else { Results->HitType = TRACE_HitNone; } } if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact) { P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact); } } if (Results->HitType == TRACE_HitWall) { Results->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; } } // Encountered an actor if (!(in->d.thing->flags & ActorMask) || in->d.thing == IgnoreThis) { 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; } // check for extrafloors first if (CurSector->e->XFloor.ffloors.Size()) { fixed_t ff_floor=CurSector->floorplane.ZatPoint(hitx, hity); fixed_t ff_ceiling=CurSector->ceilingplane.ZatPoint(hitx, hity); if (hitz>ff_ceiling) // actor is hit above the current ceiling { Results->HitType=TRACE_HitCeiling; Results->HitTexture = CurSector->GetTexture(sector_t::ceiling); } else if (hitzHitType=TRACE_HitFloor; Results->HitTexture = CurSector->GetTexture(sector_t::floor); } else goto cont1; // the trace hit a 3D-floor before the thing. // Calculate an intersection and abort. Results->Sector = §ors[CurSector->sectornum]; if (!CheckSectorPlane(CurSector, Results->HitType==TRACE_HitFloor)) { Results->HitType=TRACE_HitNone; } if (TraceCallback != NULL) { return TraceCallback (*Results); } else { return false; } } cont1: 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) { if (!TraceCallback (*Results)) return false; } else { return false; } } return true; } bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor) { secplane_t plane; if (checkFloor) { plane = sector->floorplane; } else { plane = sector->ceilingplane; } fixed_t den = TMulScale16 (plane.a, Vx, plane.b, Vy, plane.c, Vz); if (den != 0) { fixed_t num = TMulScale16 (plane.a, StartX, plane.b, StartY, plane.c, StartZ) + plane.d; fixed_t hitdist = FixedDiv (-num, den); if (hitdist > EnterDist && hitdist < MaxDist) { Results->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); return true; } } return false; } static bool EditTraceResult (DWORD flags, FTraceResults &res) { if (flags & TRACE_NoSky) { // Throw away sky hits if (res.HitType == TRACE_HitFloor || res.HitType == TRACE_HitCeiling) { if (res.HitTexture == skyflatnum) { res.HitType = TRACE_HitNone; return false; } } else if (res.HitType == TRACE_HitWall) { if (res.Tier == TIER_Upper && res.Line->frontsector->GetTexture(sector_t::ceiling) == skyflatnum && res.Line->backsector->GetTexture(sector_t::ceiling) == skyflatnum) { res.HitType = TRACE_HitNone; return false; } } } return true; }