qzdoom/src/po_man.cpp
Christoph Oelckers 6b27d0c3ba - fixed: FPolyObj::RecalcActorFloorCeil altered the floorz of all actors in the same blockmap block as the polyobject, even when they were nowhere near its bounding box.
This fix is still incomplete, it should really discard everything outside the polyobject, not outside its bounding box, but at least it eliminates the most severe occurences of dislocated items.
2016-08-09 15:11:11 +02:00

2315 lines
53 KiB
C++

//**************************************************************************
//**
//** PO_MAN.C : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: po_man.c,v $
//** $Revision: 1.22 $
//** $Date: 95/09/28 18:20:56 $
//** $Author: cjr $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "i_system.h"
#include "w_wad.h"
#include "m_swap.h"
#include "m_bbox.h"
#include "s_sndseq.h"
#include "a_sharedglobal.h"
#include "p_3dmidtex.h"
#include "p_lnspec.h"
#include "r_data/r_interpolate.h"
#include "g_level.h"
#include "po_man.h"
#include "p_setup.h"
#include "vectors.h"
#include "farchive.h"
#include "p_blockmap.h"
#include "p_maputl.h"
#include "r_utility.h"
#include "p_blockmap.h"
// MACROS ------------------------------------------------------------------
#define PO_MAXPOLYSEGS 64
// TYPES -------------------------------------------------------------------
inline vertex_t *side_t::V1() const
{
return this == linedef->sidedef[0]? linedef->v1 : linedef->v2;
}
inline vertex_t *side_t::V2() const
{
return this == linedef->sidedef[0]? linedef->v2 : linedef->v1;
}
FArchive &operator<< (FArchive &arc, FPolyObj *&poly)
{
return arc.SerializePointer (polyobjs, (BYTE **)&poly, sizeof(FPolyObj));
}
FArchive &operator<< (FArchive &arc, const FPolyObj *&poly)
{
return arc.SerializePointer (polyobjs, (BYTE **)&poly, sizeof(FPolyObj));
}
inline FArchive &operator<< (FArchive &arc, podoortype_t &type)
{
BYTE val = (BYTE)type;
arc << val;
type = (podoortype_t)val;
return arc;
}
class DRotatePoly : public DPolyAction
{
DECLARE_CLASS (DRotatePoly, DPolyAction)
public:
DRotatePoly (int polyNum);
void Tick ();
private:
DRotatePoly ();
friend bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide);
};
class DMovePoly : public DPolyAction
{
DECLARE_CLASS (DMovePoly, DPolyAction)
public:
DMovePoly (int polyNum);
void Serialize (FArchive &arc);
void Tick ();
protected:
DMovePoly ();
DAngle m_Angle;
DVector2 m_Speedv;
friend bool EV_MovePoly(line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide);
};
class DMovePolyTo : public DPolyAction
{
DECLARE_CLASS(DMovePolyTo, DPolyAction)
public:
DMovePolyTo(int polyNum);
void Serialize(FArchive &arc);
void Tick();
protected:
DMovePolyTo();
DVector2 m_Speedv;
DVector2 m_Target;
friend bool EV_MovePolyTo(line_t *line, int polyNum, double speed, const DVector2 &pos, bool overRide);
};
class DPolyDoor : public DMovePoly
{
DECLARE_CLASS (DPolyDoor, DMovePoly)
public:
DPolyDoor (int polyNum, podoortype_t type);
void Serialize (FArchive &arc);
void Tick ();
protected:
DAngle m_Direction;
double m_TotalDist;
int m_Tics;
int m_WaitTics;
podoortype_t m_Type;
bool m_Close;
friend bool EV_OpenPolyDoor(line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type);
private:
DPolyDoor ();
};
class FPolyMirrorIterator
{
FPolyObj *CurPoly;
int UsedPolys[100]; // tracks mirrored polyobjects we've seen
int NumUsedPolys;
public:
FPolyMirrorIterator(FPolyObj *poly);
FPolyObj *NextMirror();
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void PO_Init (void);
void P_AdjustLine(line_t *ld);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void UnLinkPolyobj (FPolyObj *po);
static void LinkPolyobj (FPolyObj *po);
static bool CheckMobjBlocking (side_t *seg, FPolyObj *po);
static void InitBlockMap (void);
static void IterFindPolySides (FPolyObj *po, side_t *side);
static void SpawnPolyobj (int index, int tag, int type);
static void TranslateToStartSpot (int tag, const DVector2 &origin);
static void DoMovePolyobj (FPolyObj *po, const DVector2 & move);
static void InitSegLists ();
static void KillSegLists ();
static FPolyNode *NewPolyNode();
static void FreePolyNode();
static void ReleaseAllPolyNodes();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern seg_t *segs;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
polyblock_t **PolyBlockMap;
FPolyObj *polyobjs; // list of all poly-objects on the level
int po_NumPolyobjs;
polyspawns_t *polyspawns; // [RH] Let P_SpawnMapThings() find our thingies for us
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static TArray<SDWORD> KnownPolySides;
static FPolyNode *FreePolyNodes;
// CODE --------------------------------------------------------------------
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_POINTY_CLASS (DPolyAction)
DECLARE_POINTER(m_Interpolation)
END_POINTERS
DPolyAction::DPolyAction ()
{
}
void DPolyAction::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_PolyObj << m_Speed << m_Dist << m_Interpolation;
}
DPolyAction::DPolyAction (int polyNum)
{
m_PolyObj = polyNum;
m_Speed = 0;
m_Dist = 0;
SetInterpolation ();
}
void DPolyAction::Destroy()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
StopInterpolation();
Super::Destroy();
}
void DPolyAction::Stop()
{
FPolyObj *poly = PO_GetPolyobj(m_PolyObj);
SN_StopSequence(poly);
Destroy();
}
void DPolyAction::SetInterpolation ()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
m_Interpolation = poly->SetInterpolation();
}
void DPolyAction::StopInterpolation ()
{
if (m_Interpolation != NULL)
{
m_Interpolation->DelRef();
m_Interpolation = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_CLASS (DRotatePoly)
DRotatePoly::DRotatePoly ()
{
}
DRotatePoly::DRotatePoly (int polyNum)
: Super (polyNum)
{
}
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_CLASS (DMovePoly)
DMovePoly::DMovePoly ()
{
}
void DMovePoly::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Angle << m_Speed;
if (SaveVersion >= 4548)
{
arc << m_Speedv;
}
}
DMovePoly::DMovePoly (int polyNum)
: Super (polyNum)
{
m_Angle = 0.;
m_Speedv = { 0,0 };
}
//==========================================================================
//
//
//
//
//==========================================================================
IMPLEMENT_CLASS(DMovePolyTo)
DMovePolyTo::DMovePolyTo()
{
}
void DMovePolyTo::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << m_Speedv << m_Target;
}
DMovePolyTo::DMovePolyTo(int polyNum)
: Super(polyNum)
{
m_Speedv = m_Target = { 0,0 };
}
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_CLASS (DPolyDoor)
DPolyDoor::DPolyDoor ()
{
}
void DPolyDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Direction << m_TotalDist << m_Tics << m_WaitTics << m_Type << m_Close;
}
DPolyDoor::DPolyDoor (int polyNum, podoortype_t type)
: Super (polyNum), m_Type (type)
{
m_Direction = 0.;
m_TotalDist = 0;
m_Tics = 0;
m_WaitTics = 0;
m_Close = false;
}
// ===== Polyobj Event Code =====
//==========================================================================
//
// T_RotatePoly
//
//==========================================================================
void DRotatePoly::Tick ()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
if (poly == NULL) return;
// Don't let non-perpetual polyobjs overshoot their targets.
if (m_Dist != -1 && m_Dist < fabs(m_Speed))
{
m_Speed = m_Speed < 0 ? -m_Dist : m_Dist;
}
if (poly->RotatePolyobj (m_Speed))
{
if (m_Dist == -1)
{ // perpetual polyobj
return;
}
m_Dist -= fabs(m_Speed);
if (m_Dist == 0)
{
SN_StopSequence (poly);
Destroy ();
}
}
}
//==========================================================================
//
// EV_RotatePoly
//
//==========================================================================
bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle,
int direction, bool overRide)
{
DRotatePoly *pe = NULL;
FPolyObj *poly;
if ((poly = PO_GetPolyobj(polyNum)) == NULL)
{
Printf("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
return false;
}
FPolyMirrorIterator it(poly);
while ((poly = it.NextMirror()) != NULL)
{
if ((poly->specialdata != NULL || poly->bBlocked) && !overRide)
{ // poly is already in motion
break;
}
if (poly->bHasPortals == 2)
{
// cannot do rotations on linked polyportals.
break;
}
pe = new DRotatePoly(poly->tag);
poly->specialdata = pe;
poly->bBlocked = false;
if (byteAngle != 0)
{
if (byteAngle == 255)
{
pe->m_Dist = -1.;
}
else
{
pe->m_Dist = byteAngle*(90./64); // Angle
}
}
else
{
pe->m_Dist = 360.;
}
pe->m_Speed = speed*direction*(90./(64<<3));
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
direction = -direction; // Reverse the direction
}
return pe != NULL; // Return true if something started moving.
}
//==========================================================================
//
// T_MovePoly
//
//==========================================================================
void DMovePoly::Tick ()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
if (poly != NULL)
{
if (poly->MovePolyobj (m_Speedv))
{
double absSpeed = fabs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
SN_StopSequence (poly);
Destroy ();
}
else if (m_Dist < absSpeed)
{
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
m_Speedv = m_Angle.ToVector(m_Speed);
}
poly->UpdateLinks();
}
}
}
//==========================================================================
//
// EV_MovePoly
//
//==========================================================================
bool EV_MovePoly (line_t *line, int polyNum, double speed, DAngle angle,
double dist, bool overRide)
{
DMovePoly *pe = NULL;
FPolyObj *poly;
DAngle an = angle;
if ((poly = PO_GetPolyobj(polyNum)) == NULL)
{
Printf("EV_MovePoly: Invalid polyobj num: %d\n", polyNum);
return false;
}
FPolyMirrorIterator it(poly);
while ((poly = it.NextMirror()) != NULL)
{
if ((poly->specialdata != NULL || poly->bBlocked) && !overRide)
{ // poly is already in motion
break;
}
pe = new DMovePoly(poly->tag);
poly->specialdata = pe;
poly->bBlocked = false;
pe->m_Dist = dist; // Distance
pe->m_Speed = speed;
pe->m_Angle = angle;
pe->m_Speedv = angle.ToVector(speed);
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
// Do not interpolate very fast moving polyobjects. The minimum tic count is
// 3 instead of 2, because the moving crate effect in Massmouth 2, Hostitality
// that this fixes isn't quite fast enough to move the crate back to its start
// in just 1 tic.
if (dist/speed <= 2)
{
pe->StopInterpolation ();
}
angle += 180.; // Reverse the angle.
}
return pe != NULL; // Return true if something started moving.
}
//==========================================================================
//
// DMovePolyTo :: Tick
//
//==========================================================================
void DMovePolyTo::Tick ()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
if (poly != NULL)
{
if (poly->MovePolyobj (m_Speedv))
{
double absSpeed = fabs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
SN_StopSequence (poly);
Destroy ();
}
else if (m_Dist < absSpeed)
{
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
m_Speedv = m_Target - poly->StartSpot.pos;
}
poly->UpdateLinks();
}
}
}
//==========================================================================
//
// EV_MovePolyTo
//
//==========================================================================
bool EV_MovePolyTo(line_t *line, int polyNum, double speed, const DVector2 &targ, bool overRide)
{
DMovePolyTo *pe = NULL;
FPolyObj *poly;
DVector2 dist;
double distlen;
if ((poly = PO_GetPolyobj(polyNum)) == NULL)
{
Printf("EV_MovePolyTo: Invalid polyobj num: %d\n", polyNum);
return false;
}
FPolyMirrorIterator it(poly);
dist = targ - poly->StartSpot.pos;
distlen = dist.MakeUnit();
while ((poly = it.NextMirror()) != NULL)
{
if ((poly->specialdata != NULL || poly->bBlocked) && !overRide)
{ // poly is already in motion
break;
}
pe = new DMovePolyTo(poly->tag);
poly->specialdata = pe;
poly->bBlocked = false;
pe->m_Dist = distlen;
pe->m_Speed = speed;
pe->m_Speedv = dist * speed;
pe->m_Target = poly->StartSpot.pos + dist * distlen;
if ((pe->m_Dist / pe->m_Speed) <= 2)
{
pe->StopInterpolation();
}
dist = -dist; // reverse the direction
}
return pe != NULL; // Return true if something started moving.
}
//==========================================================================
//
// T_PolyDoor
//
//==========================================================================
void DPolyDoor::Tick ()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
if (poly == NULL) return;
if (m_Tics)
{
if (!--m_Tics)
{
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, m_Close);
}
return;
}
switch (m_Type)
{
case PODOOR_SLIDE:
if (m_Dist <= 0 || poly->MovePolyobj (m_Speedv))
{
double absSpeed = fabs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
SN_StopSequence (poly);
if (!m_Close && m_WaitTics >= 0)
{
m_Dist = m_TotalDist;
m_Close = true;
m_Tics = m_WaitTics;
m_Direction = -m_Direction;
m_Speedv = -m_Speedv;
}
else
{
// if set to wait infinitely, Hexen kept the dead thinker to block the polyobject from getting activated again but that causes some problems
// with the subsectorlinks and the interpolation. Better delete the thinker and use a different means to block it.
if (!m_Close) poly->bBlocked = true;
Destroy ();
}
}
poly->UpdateLinks();
}
else
{
if (poly->crush || !m_Close)
{ // continue moving if the poly is a crusher, or is opening
return;
}
else
{ // open back up
m_Dist = m_TotalDist - m_Dist;
m_Direction = -m_Direction;
m_Speedv = -m_Speedv;
m_Close = false;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
}
break;
case PODOOR_SWING:
if (m_Dist <= 0 || poly->RotatePolyobj (m_Speed))
{
double absSpeed = fabs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
SN_StopSequence (poly);
if (!m_Close && m_WaitTics >= 0)
{
m_Dist = m_TotalDist;
m_Close = true;
m_Tics = m_WaitTics;
m_Speed = -m_Speed;
}
else
{
if (!m_Close) poly->bBlocked = true;
Destroy ();
}
}
}
else
{
if(poly->crush || !m_Close)
{ // continue moving if the poly is a crusher, or is opening
return;
}
else
{ // open back up and rewait
m_Dist = m_TotalDist - m_Dist;
m_Speed = -m_Speed;
m_Close = false;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
}
break;
default:
break;
}
}
//==========================================================================
//
// EV_OpenPolyDoor
//
//==========================================================================
bool EV_OpenPolyDoor(line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type)
{
DPolyDoor *pd = NULL;
FPolyObj *poly;
int swingdir = 1; // ADD: PODOOR_SWINGL, PODOOR_SWINGR
if ((poly = PO_GetPolyobj(polyNum)) == NULL)
{
Printf("EV_OpenPolyDoor: Invalid polyobj num: %d\n", polyNum);
return false;
}
FPolyMirrorIterator it(poly);
while ((poly = it.NextMirror()) != NULL)
{
if ((poly->specialdata != NULL || poly->bBlocked))
{ // poly is already moving
break;
}
if (poly->bHasPortals == 2 && type == PODOOR_SWING)
{
// cannot do rotations on linked polyportals.
break;
}
pd = new DPolyDoor(poly->tag, type);
poly->specialdata = pd;
if (type == PODOOR_SLIDE)
{
pd->m_WaitTics = delay;
pd->m_Speed = speed;
pd->m_Dist = pd->m_TotalDist = distance; // Distance
pd->m_Direction = angle;
pd->m_Speedv = angle.ToVector(speed);
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
angle += 180.; // reverse the angle
}
else if (type == PODOOR_SWING)
{
pd->m_WaitTics = delay;
pd->m_Direction.Degrees = swingdir;
pd->m_Speed = (speed*swingdir*(90. / 64)) / 8;
pd->m_Dist = pd->m_TotalDist = angle.Degrees;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
swingdir = -swingdir; // reverse the direction
}
}
return pd != NULL; // Return true if something started moving.
}
//==========================================================================
//
// EV_StopPoly
//
//==========================================================================
bool EV_StopPoly(int polynum)
{
FPolyObj *poly;
if (NULL != (poly = PO_GetPolyobj(polynum)))
{
if (poly->specialdata != NULL)
{
poly->specialdata->Stop();
}
return true;
}
return false;
}
// ===== Higher Level Poly Interface code =====
//==========================================================================
//
// PO_GetPolyobj
//
//==========================================================================
FPolyObj *PO_GetPolyobj (int polyNum)
{
int i;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == polyNum)
{
return &polyobjs[i];
}
}
return NULL;
}
//==========================================================================
//
//
//
//==========================================================================
FPolyObj::FPolyObj()
{
StartSpot.pos = { 0,0 };
Angle = 0.;
tag = 0;
memset(bbox, 0, sizeof(bbox));
validcount = 0;
crush = 0;
bHurtOnTouch = false;
seqType = 0;
Size = 0;
bBlocked = false;
subsectorlinks = NULL;
specialdata = NULL;
interpolation = NULL;
}
//==========================================================================
//
// GetPolyobjMirror
//
//==========================================================================
int FPolyObj::GetMirror()
{
return MirrorNum;
}
//==========================================================================
//
// ThrustMobj
//
//==========================================================================
void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
{
DAngle thrustAngle;
DPolyAction *pe;
double force;
if (!(actor->flags&MF_SHOOTABLE) && !actor->player)
{
return;
}
vertex_t *v1 = side->V1();
vertex_t *v2 = side->V2();
thrustAngle = (v2->fPos() - v1->fPos()).Angle() - 90.;
pe = static_cast<DPolyAction *>(specialdata);
if (pe)
{
if (pe->IsKindOf (RUNTIME_CLASS (DRotatePoly)))
{
force = pe->GetSpeed() * (90. / 2048); // For DRotatePoly m_Speed stores an angle which needs to be converted differently
}
else
{
force = pe->GetSpeed() / 8;
}
force = clamp(force, 1., 4.);
}
else
{
force = 1;
}
DVector2 thrust = thrustAngle.ToVector(force);
actor->Vel += thrust;
if (crush)
{
DVector2 pos = actor->Vec2Offset(thrust.X, thrust.Y);
if (bHurtOnTouch || !P_CheckMove (actor, pos))
{
int newdam = P_DamageMobj (actor, NULL, NULL, crush, NAME_Crush);
P_TraceBleed (newdam > 0 ? newdam : crush, actor);
}
}
if (level.flags2 & LEVEL2_POLYGRIND) actor->Grind(false); // crush corpses that get caught in a polyobject's way
}
//==========================================================================
//
// UpdateSegBBox
//
//==========================================================================
void FPolyObj::UpdateLinks()
{
if (bHasPortals == 2)
{
TMap<int, bool> processed;
for (unsigned i = 0; i < Linedefs.Size(); i++)
{
if (Linedefs[i]->isLinePortal())
{
FLinePortal *port = Linedefs[i]->getPortal();
if (port->mType == PORTT_LINKED)
{
DVector2 old = port->mDisplacement;
port->mDisplacement = port->mDestination->v2->fPos() - port->mOrigin->v1->fPos();
FLinePortal *port2 = port->mDestination->getPortal();
if (port2) port2->mDisplacement = -port->mDisplacement;
int destgroup = port->mDestination->frontsector->PortalGroup;
bool *done = processed.CheckKey(destgroup);
if (!done || !*done)
{
processed[destgroup] = true;
DVector2 delta = port->mDisplacement - old;
Displacements.MoveGroup(destgroup, delta);
}
}
}
}
}
}
void FPolyObj::UpdateBBox ()
{
for(unsigned i=0;i<Linedefs.Size(); i++)
{
P_AdjustLine(Linedefs[i]);
}
CalcCenter();
}
void FPolyObj::CalcCenter()
{
DVector2 c = { 0, 0 };
for(unsigned i=0;i<Vertices.Size(); i++)
{
c += Vertices[i]->fPos();
}
CenterSpot.pos = c / Vertices.Size();
}
//==========================================================================
//
// PO_MovePolyobj
//
//==========================================================================
bool FPolyObj::MovePolyobj (const DVector2 &pos, bool force)
{
FBoundingBox oldbounds = Bounds;
UnLinkPolyobj ();
DoMovePolyobj (pos);
if (!force)
{
bool blocked = false;
for(unsigned i=0;i < Sidedefs.Size(); i++)
{
if (CheckMobjBlocking(Sidedefs[i]))
{
blocked = true;
}
}
if (blocked)
{
DoMovePolyobj (-pos);
LinkPolyobj();
return false;
}
}
StartSpot.pos += pos;
CenterSpot.pos += pos;
LinkPolyobj ();
ClearSubsectorLinks();
RecalcActorFloorCeil(Bounds | oldbounds);
return true;
}
//==========================================================================
//
// DoMovePolyobj
//
//==========================================================================
void FPolyObj::DoMovePolyobj (const DVector2 &pos)
{
for(unsigned i=0;i < Vertices.Size(); i++)
{
Vertices[i]->set(Vertices[i]->fX() + pos.X, Vertices[i]->fY() + pos.Y);
PrevPts[i].pos += pos;
}
for (unsigned i = 0; i < Linedefs.Size(); i++)
{
Linedefs[i]->bbox[BOXTOP] += pos.Y;
Linedefs[i]->bbox[BOXBOTTOM] += pos.Y;
Linedefs[i]->bbox[BOXLEFT] += pos.X;
Linedefs[i]->bbox[BOXRIGHT] += pos.X;
}
}
//==========================================================================
//
// RotatePt
//
//==========================================================================
static void RotatePt (DAngle an, DVector2 &out, const DVector2 &start)
{
DVector2 tr = out;
double s = an.Sin();
double c = an.Cos();
out.X = tr.X * c - tr.Y * s + start.X;
out.Y = tr.X * s + tr.Y * c + start.Y;
}
//==========================================================================
//
// PO_RotatePolyobj
//
//==========================================================================
bool FPolyObj::RotatePolyobj (DAngle angle, bool fromsave)
{
DAngle an;
bool blocked;
FBoundingBox oldbounds = Bounds;
an = Angle + angle;
UnLinkPolyobj();
for(unsigned i=0;i < Vertices.Size(); i++)
{
PrevPts[i].pos = Vertices[i]->fPos();
FPolyVertex torot = OriginalPts[i];
RotatePt(an, torot.pos, StartSpot.pos);
Vertices[i]->set(torot.pos.X, torot.pos.Y);
}
blocked = false;
validcount++;
UpdateBBox();
// If we are loading a savegame we do not really want to damage actors and be blocked by them. This can also cause crashes when trying to damage incompletely deserialized player pawns.
if (!fromsave)
{
for (unsigned i = 0; i < Sidedefs.Size(); i++)
{
if (CheckMobjBlocking(Sidedefs[i]))
{
blocked = true;
}
}
if (blocked)
{
for(unsigned i=0;i < Vertices.Size(); i++)
{
Vertices[i]->set(PrevPts[i].pos.X, PrevPts[i].pos.Y);
}
UpdateBBox();
LinkPolyobj();
return false;
}
}
Angle += angle;
LinkPolyobj();
ClearSubsectorLinks();
RecalcActorFloorCeil(Bounds | oldbounds);
return true;
}
//==========================================================================
//
// UnLinkPolyobj
//
//==========================================================================
void FPolyObj::UnLinkPolyobj ()
{
polyblock_t *link;
int i, j;
int index;
// remove the polyobj from each blockmap section
for(j = bbox[BOXBOTTOM]; j <= bbox[BOXTOP]; j++)
{
index = j*bmapwidth;
for(i = bbox[BOXLEFT]; i <= bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight)
{
link = PolyBlockMap[index+i];
while(link != NULL && link->polyobj != this)
{
link = link->next;
}
if(link == NULL)
{ // polyobj not located in the link cell
continue;
}
link->polyobj = NULL;
}
}
}
}
//==========================================================================
//
// CheckMobjBlocking
//
//==========================================================================
bool FPolyObj::CheckMobjBlocking (side_t *sd)
{
static TArray<AActor *> checker;
FBlockNode *block;
AActor *mobj;
int i, j, k;
int left, right, top, bottom;
line_t *ld;
bool blocked;
bool performBlockingThrust;
ld = sd->linedef;
top = GetBlockY(ld->bbox[BOXTOP]);
bottom = GetBlockY(ld->bbox[BOXBOTTOM]);
left = GetBlockX(ld->bbox[BOXLEFT]);
right = GetBlockX(ld->bbox[BOXRIGHT]);
blocked = false;
checker.Clear();
bottom = bottom < 0 ? 0 : bottom;
bottom = bottom >= bmapheight ? bmapheight-1 : bottom;
top = top < 0 ? 0 : top;
top = top >= bmapheight ? bmapheight-1 : top;
left = left < 0 ? 0 : left;
left = left >= bmapwidth ? bmapwidth-1 : left;
right = right < 0 ? 0 : right;
right = right >= bmapwidth ? bmapwidth-1 : right;
for (j = bottom*bmapwidth; j <= top*bmapwidth; j += bmapwidth)
{
for (i = left; i <= right; i++)
{
for (block = blocklinks[j+i]; block != NULL; block = block->NextActor)
{
mobj = block->Me;
for (k = (int)checker.Size()-1; k >= 0; --k)
{
if (checker[k] == mobj)
{
break;
}
}
if (k < 0)
{
checker.Push (mobj);
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
{
FLineOpening open;
open.top = LINEOPEN_MAX;
open.bottom = LINEOPEN_MIN;
// [TN] Check wether this actor gets blocked by the line.
if (ld->backsector != NULL &&
!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
&& !(ld->flags & ML_BLOCK_PLAYERS && mobj->player)
&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
&& (!(ld->flags & ML_3DMIDTEX) ||
(!P_LineOpening_3dMidtex(mobj, ld, open) &&
(mobj->Top() < open.top)
) || (open.abovemidtex && mobj->Z() > mobj->floorz))
)
{
// [BL] We can't just continue here since we must
// determine if the line's backsector is going to
// be blocked.
performBlockingThrust = false;
}
else
{
performBlockingThrust = true;
}
DVector2 pos = mobj->PosRelative(ld);
FBoundingBox box(pos.X, pos.Y, mobj->radius);
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
{
continue;
}
if (ld->isLinePortal())
{
// Fixme: this still needs to figure out if the polyobject move made the player cross the portal line.
if (P_TryMove(mobj, mobj->Pos(), false))
{
continue;
}
}
// We have a two-sided linedef so we should only check one side
// so that the thrust from both sides doesn't cancel each other out.
// Best use the one facing the player and ignore the back side.
if (ld->sidedef[1] != NULL)
{
int side = P_PointOnLineSidePrecise(mobj->Pos(), ld);
if (ld->sidedef[side] != sd)
{
continue;
}
// [BL] See if we hit below the floor/ceiling of the poly.
else if(!performBlockingThrust && (
mobj->Z() < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).ZatPoint(mobj) ||
mobj->Top() > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj)
))
{
performBlockingThrust = true;
}
}
if(performBlockingThrust)
{
ThrustMobj (mobj, sd);
blocked = true;
}
else
continue;
}
}
}
}
}
return blocked;
}
//==========================================================================
//
// LinkPolyobj
//
//==========================================================================
void FPolyObj::LinkPolyobj ()
{
polyblock_t **link;
polyblock_t *tempLink;
// calculate the polyobj bbox
Bounds.ClearBox();
for(unsigned i = 0; i < Sidedefs.Size(); i++)
{
vertex_t *vt;
vt = Sidedefs[i]->linedef->v1;
Bounds.AddToBox(vt->fPos());
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());
// add the polyobj to each blockmap section
for(int j = bbox[BOXBOTTOM]*bmapwidth; j <= bbox[BOXTOP]*bmapwidth;
j += bmapwidth)
{
for(int i = bbox[BOXLEFT]; i <= bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight*bmapwidth)
{
link = &PolyBlockMap[j+i];
if(!(*link))
{ // Create a new link at the current block cell
*link = new polyblock_t;
(*link)->next = NULL;
(*link)->prev = NULL;
(*link)->polyobj = this;
continue;
}
else
{
tempLink = *link;
while(tempLink->next != NULL && tempLink->polyobj != NULL)
{
tempLink = tempLink->next;
}
}
if(tempLink->polyobj == NULL)
{
tempLink->polyobj = this;
continue;
}
else
{
tempLink->next = new polyblock_t;
tempLink->next->next = NULL;
tempLink->next->prev = tempLink;
tempLink->next->polyobj = this;
}
}
// else, don't link the polyobj, since it's off the map
}
}
}
//===========================================================================
//
// FPolyObj :: RecalcActorFloorCeil
//
// For each actor within the bounding box, recalculate its floorz, ceilingz,
// and related values.
//
//===========================================================================
void FPolyObj::RecalcActorFloorCeil(FBoundingBox bounds) const
{
FBlockThingsIterator it(bounds);
AActor *actor;
while ((actor = it.Next()) != NULL)
{
// skip everything outside the bounding box.
if (actor->X() + actor->radius <= bounds.Left() ||
actor->X() - actor->radius >= bounds.Right() ||
actor->Y() + actor->radius <= bounds.Bottom() ||
actor->Y() - actor->radius >= bounds.Top())
{
continue;
}
// Todo: Be a little more thorough with what gets altered here
// because this can dislocate a lot of items that were spawned on
// the lower side of a sector boundary.
P_FindFloorCeiling(actor);
}
}
//===========================================================================
//
// PO_ClosestPoint
//
// Given a point (x,y), returns the point (ox,oy) on the polyobject's walls
// that is nearest to (x,y). Also returns the seg this point came from.
//
//===========================================================================
void FPolyObj::ClosestPoint(const DVector2 &fpos, DVector2 &out, side_t **side) const
{
unsigned int i;
double x = fpos.X, y = fpos.Y;
double bestdist = HUGE_VAL;
double bestx = 0, besty = 0;
side_t *bestline = NULL;
for (i = 0; i < Sidedefs.Size(); ++i)
{
vertex_t *v1 = Sidedefs[i]->V1();
vertex_t *v2 = Sidedefs[i]->V2();
double a = v2->fX() - v1->fX();
double b = v2->fY() - v1->fY();
double den = a*a + b*b;
double ix, iy, dist;
if (den == 0)
{ // Line is actually a point!
ix = v1->fX();
iy = v1->fY();
}
else
{
double num = (x - v1->fX()) * a + (y - v1->fY()) * b;
double u = num / den;
if (u <= 0)
{
ix = v1->fX();
iy = v1->fY();
}
else if (u >= 1)
{
ix = v2->fX();
iy = v2->fY();
}
else
{
ix = v1->fX() + u * a;
iy = v1->fY() + u * b;
}
}
a = (ix - x);
b = (iy - y);
dist = a*a + b*b;
if (dist < bestdist)
{
bestdist = dist;
bestx = ix;
besty = iy;
bestline = Sidedefs[i];
}
}
out = { bestx, besty };
if (side != NULL)
{
*side = bestline;
}
}
//==========================================================================
//
// InitBlockMap
//
//==========================================================================
static void InitBlockMap (void)
{
int i;
PolyBlockMap = new polyblock_t *[bmapwidth*bmapheight];
memset (PolyBlockMap, 0, bmapwidth*bmapheight*sizeof(polyblock_t *));
for (i = 0; i < po_NumPolyobjs; i++)
{
polyobjs[i].LinkPolyobj();
}
}
//==========================================================================
//
// InitSideLists [RH]
//
// Group sides by vertex and collect side that are known to belong to a
// polyobject so that they can be initialized fast.
//==========================================================================
static void InitSideLists ()
{
for (int i = 0; i < numsides; ++i)
{
if (sides[i].linedef != NULL &&
(sides[i].linedef->special == Polyobj_StartLine ||
sides[i].linedef->special == Polyobj_ExplicitLine))
{
KnownPolySides.Push (i);
}
}
}
//==========================================================================
//
// KillSideLists [RH]
//
//==========================================================================
static void KillSideLists ()
{
KnownPolySides.Clear ();
KnownPolySides.ShrinkToFit ();
}
//==========================================================================
//
// AddPolyVert
//
// Helper function for IterFindPolySides()
//
//==========================================================================
static void AddPolyVert(TArray<DWORD> &vnum, DWORD vert)
{
for (unsigned int i = vnum.Size() - 1; i-- != 0; )
{
if (vnum[i] == vert)
{ // Already in the set. No need to add it.
return;
}
}
vnum.Push(vert);
}
//==========================================================================
//
// IterFindPolySides
//
// Beginning with the first vertex of the starting side, for each vertex
// in vnum, add all the sides that use it as a first vertex to the polyobj,
// and add all their second vertices to vnum. This continues until there
// are no new vertices in vnum.
//
//==========================================================================
static void IterFindPolySides (FPolyObj *po, side_t *side)
{
static TArray<DWORD> vnum;
unsigned int vnumat;
assert(sidetemp != NULL);
vnum.Clear();
vnum.Push(DWORD(side->V1() - vertexes));
vnumat = 0;
while (vnum.Size() != vnumat)
{
DWORD sidenum = sidetemp[vnum[vnumat++]].b.first;
while (sidenum != NO_SIDE)
{
po->Sidedefs.Push(&sides[sidenum]);
AddPolyVert(vnum, DWORD(sides[sidenum].V2() - vertexes));
sidenum = sidetemp[sidenum].b.next;
}
}
}
//==========================================================================
//
// SpawnPolyobj
//
//==========================================================================
static int posicmp(const void *a, const void *b)
{
return (*(const side_t **)a)->linedef->args[1] - (*(const side_t **)b)->linedef->args[1];
}
static void SpawnPolyobj (int index, int tag, int type)
{
unsigned int ii;
int i;
FPolyObj *po = &polyobjs[index];
for (ii = 0; ii < KnownPolySides.Size(); ++ii)
{
i = KnownPolySides[ii];
if (i < 0)
{
continue;
}
po->bBlocked = false;
po->bHasPortals = 0;
side_t *sd = &sides[i];
if (sd->linedef->special == Polyobj_StartLine &&
sd->linedef->args[0] == tag)
{
if (po->Sidedefs.Size() > 0)
{
I_Error ("SpawnPolyobj: Polyobj %d already spawned.\n", tag);
}
sd->linedef->special = 0;
sd->linedef->args[0] = 0;
IterFindPolySides(&polyobjs[index], sd);
po->MirrorNum = sd->linedef->args[1];
po->crush = (type != SMT_PolySpawn) ? 3 : 0;
po->bHurtOnTouch = (type == SMT_PolySpawnHurt);
po->tag = tag;
po->seqType = sd->linedef->args[2];
if (po->seqType < 0 || po->seqType > 63)
{
po->seqType = 0;
}
break;
}
}
if (po->Sidedefs.Size() == 0)
{
// didn't find a polyobj through PO_LINE_START
TArray<side_t *> polySideList;
unsigned int psIndexOld;
psIndexOld = po->Sidedefs.Size();
for (ii = 0; ii < KnownPolySides.Size(); ++ii)
{
i = KnownPolySides[ii];
if (i >= 0 &&
sides[i].linedef->special == Polyobj_ExplicitLine &&
sides[i].linedef->args[0] == tag)
{
if (!sides[i].linedef->args[1])
{
I_Error("SpawnPolyobj: Explicit line missing order number in poly %d, linedef %d.\n", tag, int(sides[i].linedef - lines));
}
po->Sidedefs.Push (&sides[i]);
}
}
qsort(&po->Sidedefs[0], po->Sidedefs.Size(), sizeof(po->Sidedefs[0]), posicmp);
if (po->Sidedefs.Size() > 0)
{
po->crush = (type != SMT_PolySpawn) ? 3 : 0;
po->bHurtOnTouch = (type == SMT_PolySpawnHurt);
po->tag = tag;
po->seqType = po->Sidedefs[0]->linedef->args[3];
po->MirrorNum = po->Sidedefs[0]->linedef->args[2];
}
else
I_Error ("SpawnPolyobj: Poly %d does not exist\n", tag);
}
validcount++;
for(unsigned int i=0; i<po->Sidedefs.Size(); i++)
{
line_t *l = po->Sidedefs[i]->linedef;
if (l->validcount != validcount)
{
FLinePortal *port = l->getPortal();
if (port && (port->mDefFlags & PORTF_PASSABLE))
{
int type = port->mType == PORTT_LINKED ? 2 : 1;
if (po->bHasPortals < type) po->bHasPortals = (BYTE)type;
}
l->validcount = validcount;
po->Linedefs.Push(l);
vertex_t *v = l->v1;
int j;
for(j = po->Vertices.Size() - 1; j >= 0; j--)
{
if (po->Vertices[j] == v) break;
}
if (j < 0) po->Vertices.Push(v);
v = l->v2;
for(j = po->Vertices.Size() - 1; j >= 0; j--)
{
if (po->Vertices[j] == v) break;
}
if (j < 0) po->Vertices.Push(v);
}
}
po->Sidedefs.ShrinkToFit();
po->Linedefs.ShrinkToFit();
po->Vertices.ShrinkToFit();
}
//==========================================================================
//
// TranslateToStartSpot
//
//==========================================================================
static void TranslateToStartSpot (int tag, const DVector2 &origin)
{
FPolyObj *po;
DVector2 delta;
po = NULL;
for (int i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == tag)
{
po = &polyobjs[i];
break;
}
}
if (po == NULL)
{ // didn't match the tag with a polyobj tag
I_Error("TranslateToStartSpot: Unable to match polyobj tag: %d\n", tag);
}
if (po->Sidedefs.Size() == 0)
{
I_Error ("TranslateToStartSpot: Anchor point located without a StartSpot point: %d\n", tag);
}
po->OriginalPts.Resize(po->Sidedefs.Size());
po->PrevPts.Resize(po->Sidedefs.Size());
delta = origin - po->StartSpot.pos;
for (unsigned i = 0; i < po->Sidedefs.Size(); i++)
{
po->Sidedefs[i]->Flags |= WALLF_POLYOBJ;
}
for (unsigned i = 0; i < po->Linedefs.Size(); i++)
{
po->Linedefs[i]->bbox[BOXTOP] -= delta.Y;
po->Linedefs[i]->bbox[BOXBOTTOM] -= delta.Y;
po->Linedefs[i]->bbox[BOXLEFT] -= delta.X;
po->Linedefs[i]->bbox[BOXRIGHT] -= delta.X;
}
for (unsigned i = 0; i < po->Vertices.Size(); i++)
{
po->Vertices[i]->set(po->Vertices[i]->fX() - delta.X, po->Vertices[i]->fY() - delta.Y);
po->OriginalPts[i].pos = po->Vertices[i]->fPos() - po->StartSpot.pos;
}
po->CalcCenter();
// For compatibility purposes
po->CenterSubsector = R_PointInSubsector(po->CenterSpot.pos);
}
//==========================================================================
//
// PO_Init
//
//==========================================================================
void PO_Init (void)
{
// [RH] Hexen found the polyobject-related things by reloading the map's
// THINGS lump here and scanning through it. I have P_SpawnMapThing()
// record those things instead, so that in here we simply need to
// look at the polyspawns list.
polyspawns_t *polyspawn, **prev;
int polyIndex;
// [RH] Make this faster
InitSideLists ();
polyobjs = new FPolyObj[po_NumPolyobjs];
polyIndex = 0; // index polyobj number
// Find the startSpot points, and spawn each polyobj
for (polyspawn = polyspawns, prev = &polyspawns; polyspawn;)
{
// 9301 (3001) = no crush, 9302 (3002) = crushing, 9303 = hurting touch
if (polyspawn->type >= SMT_PolySpawn && polyspawn->type <= SMT_PolySpawnHurt)
{
// Polyobj StartSpot Pt.
polyobjs[polyIndex].StartSpot.pos = polyspawn->pos;
SpawnPolyobj(polyIndex, polyspawn->angle, polyspawn->type);
polyIndex++;
*prev = polyspawn->next;
delete polyspawn;
polyspawn = *prev;
}
else
{
prev = &polyspawn->next;
polyspawn = polyspawn->next;
}
}
for (polyspawn = polyspawns; polyspawn;)
{
polyspawns_t *next = polyspawn->next;
if (polyspawn->type == SMT_PolyAnchor)
{
// Polyobj Anchor Pt.
TranslateToStartSpot (polyspawn->angle, polyspawn->pos);
}
delete polyspawn;
polyspawn = next;
}
polyspawns = NULL;
// check for a startspot without an anchor point
for (polyIndex = 0; polyIndex < po_NumPolyobjs; polyIndex++)
{
if (polyobjs[polyIndex].OriginalPts.Size() == 0)
{
I_Error ("PO_Init: StartSpot located without an Anchor point: %d\n",
polyobjs[polyIndex].tag);
}
}
InitBlockMap();
// [RH] Don't need the side lists anymore
KillSideLists ();
for(int i=0;i<numnodes;i++)
{
node_t *no = &nodes[i];
double fdx = FIXED2DBL(no->dx);
double fdy = FIXED2DBL(no->dy);
no->len = (float)g_sqrt(fdx * fdx + fdy * fdy);
}
// mark all subsectors which have a seg belonging to a polyobj
// These ones should not be rendered on the textured automap.
for (int i = 0; i < numsubsectors; i++)
{
subsector_t *ss = &subsectors[i];
for(DWORD j=0;j<ss->numlines; j++)
{
if (ss->firstline[j].sidedef != NULL &&
ss->firstline[j].sidedef->Flags & WALLF_POLYOBJ)
{
ss->flags |= SSECF_POLYORG;
break;
}
}
}
}
//==========================================================================
//
// PO_Busy
//
//==========================================================================
bool PO_Busy (int polyobj)
{
FPolyObj *poly;
poly = PO_GetPolyobj (polyobj);
return (poly != NULL && poly->specialdata != NULL);
}
//==========================================================================
//
//
//
//==========================================================================
void FPolyObj::ClearSubsectorLinks()
{
while (subsectorlinks != NULL)
{
assert(subsectorlinks->state == 1337);
FPolyNode *next = subsectorlinks->snext;
if (subsectorlinks->pnext != NULL)
{
assert(subsectorlinks->pnext->state == 1337);
subsectorlinks->pnext->pprev = subsectorlinks->pprev;
}
if (subsectorlinks->pprev != NULL)
{
assert(subsectorlinks->pprev->state == 1337);
subsectorlinks->pprev->pnext = subsectorlinks->pnext;
}
else
{
subsectorlinks->subsector->polys = subsectorlinks->pnext;
}
if (subsectorlinks->subsector->BSP != NULL)
{
subsectorlinks->subsector->BSP->bDirty = true;
}
subsectorlinks->state = -1;
delete subsectorlinks;
subsectorlinks = next;
}
subsectorlinks = NULL;
}
void FPolyObj::ClearAllSubsectorLinks()
{
for (int i = 0; i < po_NumPolyobjs; i++)
{
polyobjs[i].ClearSubsectorLinks();
}
ReleaseAllPolyNodes();
}
//==========================================================================
//
// GetIntersection
//
// adapted from P_InterceptVector
//
//==========================================================================
static bool GetIntersection(FPolySeg *seg, node_t *bsp, FPolyVertex *v)
{
double frac;
double num;
double den;
double v2x = seg->v1.pos.X;
double v2y = seg->v1.pos.Y;
double v2dx = seg->v2.pos.X - v2x;
double v2dy = seg->v2.pos.Y - v2y;
double v1x = FIXED2DBL(bsp->x);
double v1y = FIXED2DBL(bsp->y);
double v1dx = FIXED2DBL(bsp->dx);
double v1dy = FIXED2DBL(bsp->dy);
den = v1dy*v2dx - v1dx*v2dy;
if (den == 0)
return false; // parallel
num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
frac = num / den;
if (frac < 0. || frac > 1.) return false;
v->pos.X = v2x + frac * v2dx;
v->pos.Y = v2y + frac * v2dy;
return true;
}
//==========================================================================
//
// PartitionDistance
//
// Determine the distance of a vertex to a node's partition line.
//
//==========================================================================
static double PartitionDistance(FPolyVertex *vt, node_t *node)
{
return fabs(FIXED2DBL(-node->dy) * (vt->pos.X - FIXED2DBL(node->x)) + FIXED2DBL(node->dx) * (vt->pos.Y - FIXED2DBL(node->y))) / node->len;
}
//==========================================================================
//
// AddToBBox
//
//==========================================================================
static void AddToBBox(float child[4], float parent[4])
{
if (child[BOXTOP] > parent[BOXTOP])
{
parent[BOXTOP] = child[BOXTOP];
}
if (child[BOXBOTTOM] < parent[BOXBOTTOM])
{
parent[BOXBOTTOM] = child[BOXBOTTOM];
}
if (child[BOXLEFT] < parent[BOXLEFT])
{
parent[BOXLEFT] = child[BOXLEFT];
}
if (child[BOXRIGHT] > parent[BOXRIGHT])
{
parent[BOXRIGHT] = child[BOXRIGHT];
}
}
//==========================================================================
//
// AddToBBox
//
//==========================================================================
static void AddToBBox(FPolyVertex *v, float bbox[4])
{
float x = float(v->pos.X);
float y = float(v->pos.Y);
if (x < bbox[BOXLEFT])
{
bbox[BOXLEFT] = x;
}
if (x > bbox[BOXRIGHT])
{
bbox[BOXRIGHT] = x;
}
if (y < bbox[BOXBOTTOM])
{
bbox[BOXBOTTOM] = y;
}
if (y > bbox[BOXTOP])
{
bbox[BOXTOP] = y;
}
}
//==========================================================================
//
// SplitPoly
//
//==========================================================================
static void SplitPoly(FPolyNode *pnode, void *node, float bbox[4])
{
static TArray<FPolySeg> lists[2];
static const double POLY_EPSILON = 0.3125;
if (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
int centerside = R_PointOnSide(pnode->poly->CenterSpot.pos, bsp);
lists[0].Clear();
lists[1].Clear();
for(unsigned i=0;i<pnode->segs.Size(); i++)
{
FPolySeg *seg = &pnode->segs[i];
// Parts of the following code were taken from Eternity and are
// being used with permission.
// get distance of vertices from partition line
// If the distance is too small, we may decide to
// change our idea of sidedness.
double dist_v1 = PartitionDistance(&seg->v1, bsp);
double dist_v2 = PartitionDistance(&seg->v2, bsp);
// If the distances are less than epsilon, consider the points as being
// on the same side as the polyobj origin. Why? People like to build
// polyobject doors flush with their door tracks. This breaks using the
// usual assumptions.
// Addition to Eternity code: We must also check any seg with only one
// vertex inside the epsilon threshold. If not, these lines will get split but
// adjoining ones with both vertices inside the threshold won't thus messing up
// the order in which they get drawn.
if(dist_v1 <= POLY_EPSILON)
{
if (dist_v2 <= POLY_EPSILON)
{
lists[centerside].Push(*seg);
}
else
{
int side = R_PointOnSide(seg->v2.pos, bsp);
lists[side].Push(*seg);
}
}
else if (dist_v2 <= POLY_EPSILON)
{
int side = R_PointOnSide(seg->v1.pos, bsp);
lists[side].Push(*seg);
}
else
{
int side1 = R_PointOnSide(seg->v1.pos, bsp);
int side2 = R_PointOnSide(seg->v2.pos, bsp);
if(side1 != side2)
{
// if the partition line crosses this seg, we must split it.
FPolyVertex vert;
if (GetIntersection(seg, bsp, &vert))
{
lists[0].Push(*seg);
lists[1].Push(*seg);
lists[side1].Last().v2 = vert;
lists[side2].Last().v1 = vert;
}
else
{
// should never happen
lists[side1].Push(*seg);
}
}
else
{
// both points on the same side.
lists[side1].Push(*seg);
}
}
}
if (lists[1].Size() == 0)
{
SplitPoly(pnode, bsp->children[0], bsp->bbox[0]);
AddToBBox(bsp->bbox[0], bbox);
}
else if (lists[0].Size() == 0)
{
SplitPoly(pnode, bsp->children[1], bsp->bbox[1]);
AddToBBox(bsp->bbox[1], bbox);
}
else
{
// create the new node
FPolyNode *newnode = NewPolyNode();
newnode->poly = pnode->poly;
newnode->segs = lists[1];
// set segs for original node
pnode->segs = lists[0];
// recurse back side
SplitPoly(newnode, bsp->children[1], bsp->bbox[1]);
// recurse front side
SplitPoly(pnode, bsp->children[0], bsp->bbox[0]);
AddToBBox(bsp->bbox[0], bbox);
AddToBBox(bsp->bbox[1], bbox);
}
}
else
{
// we reached a subsector so we can link the node with this subsector
subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
// Link node to subsector
pnode->pnext = sub->polys;
if (pnode->pnext != NULL)
{
assert(pnode->pnext->state == 1337);
pnode->pnext->pprev = pnode;
}
pnode->pprev = NULL;
sub->polys = pnode;
// link node to polyobject
pnode->snext = pnode->poly->subsectorlinks;
pnode->poly->subsectorlinks = pnode;
pnode->subsector = sub;
// calculate bounding box for this polynode
assert(pnode->segs.Size() != 0);
float subbbox[4] = { FLT_MIN, FLT_MAX, FLT_MAX, FLT_MIN };
for (unsigned i = 0; i < pnode->segs.Size(); ++i)
{
AddToBBox(&pnode->segs[i].v1, subbbox);
AddToBBox(&pnode->segs[i].v2, subbbox);
}
// Potentially expand the parent node's bounding box to contain these bits of polyobject.
AddToBBox(subbbox, bbox);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FPolyObj::CreateSubsectorLinks()
{
FPolyNode *node = NewPolyNode();
// Even though we don't care about it, we need to initialize this
// bounding box to something so that Valgrind won't complain about it
// when SplitPoly modifies it.
float dummybbox[4] = { 0 };
node->poly = this;
node->segs.Resize(Sidedefs.Size());
for(unsigned i=0; i<Sidedefs.Size(); i++)
{
FPolySeg *seg = &node->segs[i];
side_t *side = Sidedefs[i];
seg->v1 = side->V1();
seg->v2 = side->V2();
seg->wall = side;
}
if (!(i_compatflags & COMPATF_POLYOBJ))
{
SplitPoly(node, nodes + numnodes - 1, dummybbox);
}
else
{
subsector_t *sub = CenterSubsector;
// Link node to subsector
node->pnext = sub->polys;
if (node->pnext != NULL)
{
assert(node->pnext->state == 1337);
node->pnext->pprev = node;
}
node->pprev = NULL;
sub->polys = node;
// link node to polyobject
node->snext = node->poly->subsectorlinks;
node->poly->subsectorlinks = node;
node->subsector = sub;
}
}
//==========================================================================
//
//
//
//==========================================================================
void PO_LinkToSubsectors()
{
for (int i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].subsectorlinks == NULL)
{
polyobjs[i].CreateSubsectorLinks();
}
}
}
//==========================================================================
//
// NewPolyNode
//
//==========================================================================
static FPolyNode *NewPolyNode()
{
FPolyNode *node;
if (FreePolyNodes != NULL)
{
node = FreePolyNodes;
FreePolyNodes = node->pnext;
}
else
{
node = new FPolyNode;
}
node->state = 1337;
node->poly = NULL;
node->pnext = NULL;
node->pprev = NULL;
node->subsector = NULL;
node->snext = NULL;
return node;
}
//==========================================================================
//
// FreePolyNode
//
//==========================================================================
void FreePolyNode(FPolyNode *node)
{
node->segs.Clear();
node->pnext = FreePolyNodes;
FreePolyNodes = node;
}
//==========================================================================
//
// ReleaseAllPolyNodes
//
//==========================================================================
void ReleaseAllPolyNodes()
{
FPolyNode *node, *next;
for (node = FreePolyNodes; node != NULL; node = next)
{
next = node->pnext;
delete node;
}
}
//==========================================================================
//
// FPolyMirrorIterator Constructor
//
// This class is used to avoid infinitely looping on cyclical chains of
// mirrored polyobjects.
//
//==========================================================================
FPolyMirrorIterator::FPolyMirrorIterator(FPolyObj *poly)
{
CurPoly = poly;
if (poly != NULL)
{
UsedPolys[0] = poly->tag;
NumUsedPolys = 1;
}
else
{
NumUsedPolys = 0;
}
}
//==========================================================================
//
// FPolyMirrorIterator :: NextMirror
//
// Returns the polyobject that mirrors the current one, or NULL if there
// is no mirroring polyobject, or there is a mirroring polyobject but it was
// already returned.
//
//==========================================================================
FPolyObj *FPolyMirrorIterator::NextMirror()
{
FPolyObj *poly = CurPoly, *nextpoly;
if (poly == NULL)
{
return NULL;
}
// Do the work to decide which polyobject to return the next time this
// function is called.
int mirror = poly->GetMirror(), i;
nextpoly = NULL;
// Is there a mirror and we have room to remember it?
if (mirror != 0 && NumUsedPolys != countof(UsedPolys))
{
// Has this polyobject been returned already?
for (i = 0; i < NumUsedPolys; ++i)
{
if (UsedPolys[i] == mirror)
{
break; // Yes, it has been returned.
}
}
if (i == NumUsedPolys)
{ // No, it has not been returned.
UsedPolys[NumUsedPolys++] = mirror;
nextpoly = PO_GetPolyobj(mirror);
if (nextpoly == NULL)
{
Printf("Invalid mirror polyobj num %d for polyobj num %d\n", mirror, UsedPolys[i - 1]);
}
}
}
CurPoly = nextpoly;
return poly;
}