// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2021 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_maputl.c /// \brief Movement/collision utility functions, as used by functions in p_map.c /// Blockmap iterator functions, and some PIT_* functions to use for iteration #include "doomdef.h" #include "doomstat.h" #include "p_local.h" #include "r_main.h" #include "r_data.h" #include "r_textures.h" #include "p_maputl.h" #include "p_polyobj.h" #include "p_slopes.h" #include "z_zone.h" // // P_AproxDistance // Gives an estimation of distance (not exact) // fixed_t P_AproxDistance(fixed_t dx, fixed_t dy) { dx = abs(dx); dy = abs(dy); if (dx < dy) return dx + dy - (dx>>1); return dx + dy - (dy>>1); } // // P_ClosestPointOnLine // Finds the closest point on a given line to the supplied point // void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result) { fixed_t startx = line->v1->x; fixed_t starty = line->v1->y; fixed_t dx = line->dx; fixed_t dy = line->dy; // Determine t (the length of the vector from �Line[0]� to �p�) fixed_t cx, cy; fixed_t vx, vy; fixed_t magnitude; fixed_t t; //Sub (p, &Line[0], &c); cx = x - startx; cy = y - starty; //Sub (&Line[1], &Line[0], &V); vx = dx; vy = dy; //Normalize (&V, &V); magnitude = R_PointToDist2(line->v2->x, line->v2->y, startx, starty); vx = FixedDiv(vx, magnitude); vy = FixedDiv(vy, magnitude); t = (FixedMul(vx, cx) + FixedMul(vy, cy)); // Return the point between �Line[0]� and �Line[1]� vx = FixedMul(vx, t); vy = FixedMul(vy, t); //Add (&Line[0], &V, out); result->x = startx + vx; result->y = starty + vy; return; } /// Similar to FV3_ClosestPointOnLine() except it actually works. void P_ClosestPointOnLine3D(const vector3_t *p, const vector3_t *Line, vector3_t *result) { const vector3_t* v1 = &Line[0]; const vector3_t* v2 = &Line[1]; vector3_t c, V, n; fixed_t t, d; FV3_SubEx(v2, v1, &V); FV3_SubEx(p, v1, &c); d = R_PointToDist2(0, v2->z, R_PointToDist2(v2->x, v2->y, v1->x, v1->y), v1->z); FV3_Copy(&n, &V); FV3_Divide(&n, d); t = FV3_Dot(&n, &c); // Set closest point to the end if it extends past -Red if (t <= 0) { FV3_Copy(result, v1); return; } else if (t >= d) { FV3_Copy(result, v2); return; } FV3_Mul(&n, t); FV3_AddEx(v1, &n, result); return; } // // P_PointOnLineSide // Returns 0 or 1 // INT32 P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line) { const vertex_t *v1 = line->v1; fixed_t dx, dy, left, right; if (!line->dx) { if (x <= v1->x) return (line->dy > 0); return (line->dy < 0); } if (!line->dy) { if (y <= v1->y) return (line->dx < 0); return (line->dx > 0); } dx = (x - v1->x); dy = (y - v1->y); left = FixedMul(line->dy>>FRACBITS, dx); right = FixedMul(dy, line->dx>>FRACBITS); if (right < left) return 0; // front side return 1; // back side } // // P_BoxOnLineSide // Considers the line to be infinite // Returns side 0 or 1, -1 if box crosses the line. // INT32 P_BoxOnLineSide(fixed_t *tmbox, line_t *ld) { INT32 p1, p2; switch (ld->slopetype) { case ST_HORIZONTAL: p1 = tmbox[BOXTOP] > ld->v1->y; p2 = tmbox[BOXBOTTOM] > ld->v1->y; if (ld->dx < 0) { p1 ^= 1; p2 ^= 1; } break; case ST_VERTICAL: p1 = tmbox[BOXRIGHT] < ld->v1->x; p2 = tmbox[BOXLEFT] < ld->v1->x; if (ld->dy < 0) { p1 ^= 1; p2 ^= 1; } break; case ST_POSITIVE: p1 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXTOP], ld); p2 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld); break; case ST_NEGATIVE: p1 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXTOP], ld); p2 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld); break; default: I_Error("P_BoxOnLineSide: unknown slopetype %d\n", ld->slopetype); return -1; } if (p1 == p2) return p1; return -1; } // // P_PointOnDivlineSide // Returns 0 or 1. // static INT32 P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t *line) { fixed_t dx, dy, left, right; if (!line->dx) { if (x <= line->x) return line->dy > 0; return line->dy < 0; } if (!line->dy) { if (y <= line->y) return line->dx < 0; return line->dx > 0; } dx = (x - line->x); dy = (y - line->y); // try to quickly decide by looking at sign bits if ((line->dy ^ line->dx ^ dx ^ dy) & 0x80000000) { if ((line->dy ^ dx) & 0x80000000) return 1; // left is negative return 0; } left = FixedMul(line->dy>>8, dx>>8); right = FixedMul(dy>>8, line->dx>>8); if (right < left) return 0; // front side return 1; // back side } // // P_MakeDivline // void P_MakeDivline(line_t *li, divline_t *dl) { dl->x = li->v1->x; dl->y = li->v1->y; dl->dx = li->dx; dl->dy = li->dy; } // // P_InterceptVector // Returns the fractional intercept point along the first divline. // This is only called by the addthings and addlines traversers. // fixed_t P_InterceptVector(divline_t *v2, divline_t *v1) { fixed_t frac, num, den; den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy); if (!den) return 0; num = FixedMul((v1->x - v2->x)>>8, v1->dy) + FixedMul((v2->y - v1->y)>>8, v1->dx); frac = FixedDiv(num, den); return frac; } // // P_LineOpening // Sets opentop and openbottom to the window through a two sided line. // OPTIMIZE: keep this precalculated // fixed_t opentop, openbottom, openrange, lowfloor, highceiling; pslope_t *opentopslope, *openbottomslope; ffloor_t *openfloorrover, *openceilingrover; // P_CameraLineOpening // P_LineOpening, but for camera // Tails 09-29-2002 void P_CameraLineOpening(line_t *linedef) { sector_t *front; sector_t *back; fixed_t frontfloor, frontceiling, backfloor, backceiling; if (linedef->sidenum[1] == 0xffff) { // single sided line openrange = 0; return; } front = linedef->frontsector; back = linedef->backsector; // Cameras use the heightsec's heights rather then the actual sector heights. // If you can see through it, why not move the camera through it too? if (front->camsec >= 0) { // SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope) frontfloor = P_GetSectorFloorZAt (§ors[front->camsec], camera.x, camera.y); frontceiling = P_GetSectorCeilingZAt(§ors[front->camsec], camera.x, camera.y); } else if (front->heightsec >= 0) { // SRB2CBTODO: ESLOPE (sectors[front->heightsec].f_slope) frontfloor = P_GetSectorFloorZAt (§ors[front->heightsec], camera.x, camera.y); frontceiling = P_GetSectorCeilingZAt(§ors[front->heightsec], camera.x, camera.y); } else { frontfloor = P_CameraGetFloorZ (mapcampointer, front, tmx, tmy, linedef); frontceiling = P_CameraGetCeilingZ(mapcampointer, front, tmx, tmy, linedef); } if (back->camsec >= 0) { // SRB2CBTODO: ESLOPE (sectors[back->heightsec].f_slope) backfloor = P_GetSectorFloorZAt (§ors[back->camsec], camera.x, camera.y); backceiling = P_GetSectorCeilingZAt(§ors[back->camsec], camera.x, camera.y); } else if (back->heightsec >= 0) { // SRB2CBTODO: ESLOPE (sectors[back->heightsec].f_slope) backfloor = P_GetSectorFloorZAt (§ors[back->heightsec], camera.x, camera.y); backceiling = P_GetSectorCeilingZAt(§ors[back->heightsec], camera.x, camera.y); } else { backfloor = P_CameraGetFloorZ(mapcampointer, back, tmx, tmy, linedef); backceiling = P_CameraGetCeilingZ(mapcampointer, back, tmx, tmy, linedef); } { fixed_t thingtop = mapcampointer->z + mapcampointer->height; if (frontceiling < backceiling) { opentop = frontceiling; highceiling = backceiling; } else { opentop = backceiling; highceiling = frontceiling; } if (frontfloor > backfloor) { openbottom = frontfloor; lowfloor = backfloor; } else { openbottom = backfloor; lowfloor = frontfloor; } // Check for fake floors in the sector. if (front->ffloors || back->ffloors) { ffloor_t *rover; fixed_t delta1, delta2; // Check for frontsector's fake floors if (front->ffloors) for (rover = front->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_RENDERALL) || !(rover->flags & FF_EXISTS) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12) continue; topheight = P_CameraGetFOFTopZ(mapcampointer, front, rover, tmx, tmy, linedef); bottomheight = P_CameraGetFOFBottomZ(mapcampointer, front, rover, tmx, tmy, linedef); delta1 = abs(mapcampointer->z - (bottomheight + ((topheight - bottomheight)/2))); delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2))); if (bottomheight < opentop && delta1 >= delta2) opentop = bottomheight; else if (bottomheight < highceiling && delta1 >= delta2) highceiling = bottomheight; if (topheight > openbottom && delta1 < delta2) openbottom = topheight; else if (topheight > lowfloor && delta1 < delta2) lowfloor = topheight; } // Check for backsectors fake floors if (back->ffloors) for (rover = back->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_RENDERALL) || !(rover->flags & FF_EXISTS) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12) continue; topheight = P_CameraGetFOFTopZ(mapcampointer, back, rover, tmx, tmy, linedef); bottomheight = P_CameraGetFOFBottomZ(mapcampointer, back, rover, tmx, tmy, linedef); delta1 = abs(mapcampointer->z - (bottomheight + ((topheight - bottomheight)/2))); delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2))); if (bottomheight < opentop && delta1 >= delta2) opentop = bottomheight; else if (bottomheight < highceiling && delta1 >= delta2) highceiling = bottomheight; if (topheight > openbottom && delta1 < delta2) openbottom = topheight; else if (topheight > lowfloor && delta1 < delta2) lowfloor = topheight; } } openrange = opentop - openbottom; return; } } void P_LineOpening(line_t *linedef, mobj_t *mobj) { sector_t *front, *back; if (linedef->sidenum[1] == 0xffff) { // single sided line openrange = 0; return; } front = linedef->frontsector; back = linedef->backsector; I_Assert(front != NULL); I_Assert(back != NULL); openfloorrover = openceilingrover = NULL; if (linedef->polyobj) { // set these defaults so that polyobjects don't interfere with collision above or below them opentop = INT32_MAX; openbottom = INT32_MIN; highceiling = INT32_MIN; lowfloor = INT32_MAX; opentopslope = openbottomslope = NULL; } else { // Set open and high/low values here fixed_t frontheight, backheight; frontheight = P_GetCeilingZ(mobj, front, tmx, tmy, linedef); backheight = P_GetCeilingZ(mobj, back, tmx, tmy, linedef); if (frontheight < backheight) { opentop = frontheight; highceiling = backheight; opentopslope = front->c_slope; } else { opentop = backheight; highceiling = frontheight; opentopslope = back->c_slope; } frontheight = P_GetFloorZ(mobj, front, tmx, tmy, linedef); backheight = P_GetFloorZ(mobj, back, tmx, tmy, linedef); if (frontheight > backheight) { openbottom = frontheight; lowfloor = backheight; openbottomslope = front->f_slope; } else { openbottom = backheight; lowfloor = frontheight; openbottomslope = back->f_slope; } } if (mobj) { fixed_t thingtop = mobj->z + mobj->height; // Check for collision with front side's midtexture if Effect 4 is set if (linedef->flags & ML_EFFECT4 && !linedef->polyobj // don't do anything for polyobjects! ...for now ) { side_t *side = &sides[linedef->sidenum[0]]; fixed_t textop, texbottom, texheight; fixed_t texmid, delta1, delta2; INT32 texnum = R_GetTextureNum(side->midtexture); // make sure the texture is actually valid if (texnum) { // Get the midtexture's height texheight = textures[texnum]->height << FRACBITS; // Set texbottom and textop to the Z coordinates of the texture's boundaries #if 0 // don't remove this code unless solid midtextures // on non-solid polyobjects should NEVER happen in the future if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT)) { if (linedef->flags & ML_EFFECT5 && !side->repeatcnt) { // "infinite" repeat texbottom = back->floorheight + side->rowoffset; textop = back->ceilingheight + side->rowoffset; } else if (!!(linedef->flags & ML_DONTPEGBOTTOM) ^ !!(linedef->flags & ML_EFFECT3)) { texbottom = back->floorheight + side->rowoffset; textop = texbottom + texheight*(side->repeatcnt+1); } else { textop = back->ceilingheight + side->rowoffset; texbottom = textop - texheight*(side->repeatcnt+1); } } else #endif { if (linedef->flags & ML_EFFECT5 && !side->repeatcnt) { // "infinite" repeat texbottom = openbottom + side->rowoffset; textop = opentop + side->rowoffset; } else if (!!(linedef->flags & ML_DONTPEGBOTTOM) ^ !!(linedef->flags & ML_EFFECT3)) { texbottom = openbottom + side->rowoffset; textop = texbottom + texheight*(side->repeatcnt+1); } else { textop = opentop + side->rowoffset; texbottom = textop - texheight*(side->repeatcnt+1); } } texmid = texbottom+(textop-texbottom)/2; delta1 = abs(mobj->z - texmid); delta2 = abs(thingtop - texmid); if (delta1 > delta2) { // Below if (opentop > texbottom) opentop = texbottom; } else { // Above if (openbottom < textop) openbottom = textop; } } } if (linedef->polyobj) { // Treat polyobj's backsector like a 3D Floor if (linedef->polyobj->flags & POF_TESTHEIGHT) { const sector_t *polysec = linedef->backsector; fixed_t polytop, polybottom; fixed_t delta1, delta2; if (linedef->polyobj->flags & POF_CLIPPLANES) { polytop = polysec->ceilingheight; polybottom = polysec->floorheight; } else { polytop = INT32_MAX; polybottom = INT32_MIN; } delta1 = abs(mobj->z - (polybottom + ((polytop - polybottom)/2))); delta2 = abs(thingtop - (polybottom + ((polytop - polybottom)/2))); if (polybottom < opentop && delta1 >= delta2) opentop = polybottom; else if (polybottom < highceiling && delta1 >= delta2) highceiling = polybottom; if (polytop > openbottom && delta1 < delta2) openbottom = polytop; else if (polytop > lowfloor && delta1 < delta2) lowfloor = polytop; } // otherwise don't do anything special, pretend there's nothing else there } else { // Check for fake floors in the sector. if (front->ffloors || back->ffloors) { ffloor_t *rover; fixed_t delta1, delta2; // Check for frontsector's fake floors for (rover = front->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) continue; if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover))) ; else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player) || (rover->flags & FF_BLOCKOTHERS && !mobj->player))) continue; topheight = P_GetFOFTopZ(mobj, front, rover, tmx, tmy, linedef); bottomheight = P_GetFOFBottomZ(mobj, front, rover, tmx, tmy, linedef); delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2))); delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2))); if (delta1 >= delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_PLATFORM) // thing is below FOF { if (bottomheight < opentop) { opentop = bottomheight; opentopslope = *rover->b_slope; openceilingrover = rover; } else if (bottomheight < highceiling) highceiling = bottomheight; } if (delta1 < delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF { if (topheight > openbottom) { openbottom = topheight; openbottomslope = *rover->t_slope; openfloorrover = rover; } else if (topheight > lowfloor) lowfloor = topheight; } } // Check for backsectors fake floors for (rover = back->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) continue; if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover))) ; else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player) || (rover->flags & FF_BLOCKOTHERS && !mobj->player))) continue; topheight = P_GetFOFTopZ(mobj, back, rover, tmx, tmy, linedef); bottomheight = P_GetFOFBottomZ(mobj, back, rover, tmx, tmy, linedef); delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2))); delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2))); if (delta1 >= delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_PLATFORM) // thing is below FOF { if (bottomheight < opentop) { opentop = bottomheight; opentopslope = *rover->b_slope; openceilingrover = rover; } else if (bottomheight < highceiling) highceiling = bottomheight; } if (delta1 < delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF { if (topheight > openbottom) { openbottom = topheight; openbottomslope = *rover->t_slope; openfloorrover = rover; } else if (topheight > lowfloor) lowfloor = topheight; } } } } } openrange = opentop - openbottom; } // // THING POSITION SETTING // // // P_UnsetThingPosition // Unlinks a thing from block map and sectors. // On each position change, BLOCKMAP and other // lookups maintaining lists ot things inside // these structures need to be updated. // void P_UnsetThingPosition(mobj_t *thing) { I_Assert(thing != NULL); I_Assert(!P_MobjWasRemoved(thing)); if (!(thing->flags & MF_NOSECTOR)) { /* invisible things don't need to be in sector list * unlink from subsector * * killough 8/11/98: simpler scheme using pointers-to-pointers for prev * pointers, allows head node pointers to be treated like everything else */ mobj_t **sprev = thing->sprev; mobj_t *snext = thing->snext; if ((*sprev = snext) != NULL) // unlink from sector list snext->sprev = sprev; // phares 3/14/98 // // Save the sector list pointed to by touching_sectorlist. // In P_SetThingPosition, we'll keep any nodes that represent // sectors the Thing still touches. We'll add new ones then, and // delete any nodes for sectors the Thing has vacated. Then we'll // put it back into touching_sectorlist. It's done this way to // avoid a lot of deleting/creating for nodes, when most of the // time you just get back what you deleted anyway. // // If this Thing is being removed entirely, then the calling // routine will clear out the nodes in sector_list. sector_list = thing->touching_sectorlist; thing->touching_sectorlist = NULL; //to be restored by P_SetThingPosition } if (!(thing->flags & MF_NOBLOCKMAP)) { /* inert things don't need to be in blockmap * * killough 8/11/98: simpler scheme using pointers-to-pointers for prev * pointers, allows head node pointers to be treated like everything else * * Also more robust, since it doesn't depend on current position for * unlinking. Old method required computing head node based on position * at time of unlinking, assuming it was the same position as during * linking. */ mobj_t *bnext, **bprev = thing->bprev; if (bprev && (*bprev = bnext = thing->bnext) != NULL) // unlink from block map bnext->bprev = bprev; } } void P_UnsetPrecipThingPosition(precipmobj_t *thing) { precipmobj_t **sprev = thing->sprev; precipmobj_t *snext = thing->snext; if ((*sprev = snext) != NULL) // unlink from sector list snext->sprev = sprev; precipsector_list = thing->touching_sectorlist; thing->touching_sectorlist = NULL; //to be restored by P_SetPrecipThingPosition } // // P_SetThingPosition // Links a thing into both a block and a subsector // based on it's x y. // Sets thing->subsector properly // void P_SetThingPosition(mobj_t *thing) { // link into subsector subsector_t *ss; sector_t *oldsec = NULL; fixed_t tfloorz, tceilz; I_Assert(thing != NULL); I_Assert(!P_MobjWasRemoved(thing)); if (thing->player && thing->z <= thing->floorz && thing->subsector) oldsec = thing->subsector->sector; ss = thing->subsector = R_PointInSubsector(thing->x, thing->y); if (!(thing->flags & MF_NOSECTOR)) { // invisible things don't go into the sector links // killough 8/11/98: simpler scheme using pointer-to-pointer prev // pointers, allows head nodes to be treated like everything else mobj_t **link = &ss->sector->thinglist; mobj_t *snext = *link; if ((thing->snext = snext) != NULL) snext->sprev = &thing->snext; thing->sprev = link; *link = thing; // phares 3/16/98 // // If sector_list isn't NULL, it has a collection of sector // nodes that were just removed from this Thing. // Collect the sectors the object will live in by looking at // the existing sector_list and adding new nodes and deleting // obsolete ones. // When a node is deleted, its sector links (the links starting // at sector_t->touching_thinglist) are broken. When a node is // added, new sector links are created. P_CreateSecNodeList(thing,thing->x,thing->y); thing->touching_sectorlist = sector_list; // Attach to Thing's mobj_t sector_list = NULL; // clear for next time } // link into blockmap if (!(thing->flags & MF_NOBLOCKMAP)) { // inert things don't need to be in blockmap const INT32 blockx = (unsigned)(thing->x - bmaporgx)>>MAPBLOCKSHIFT; const INT32 blocky = (unsigned)(thing->y - bmaporgy)>>MAPBLOCKSHIFT; if (blockx >= 0 && blockx < bmapwidth && blocky >= 0 && blocky < bmapheight) { // killough 8/11/98: simpler scheme using // pointer-to-pointer prev pointers -- // allows head nodes to be treated like everything else mobj_t **link = &blocklinks[blocky*bmapwidth + blockx]; mobj_t *bnext = *link; if ((thing->bnext = bnext) != NULL) bnext->bprev = &thing->bnext; thing->bprev = link; *link = thing; } else // thing is off the map thing->bnext = NULL, thing->bprev = NULL; } // Allows you to 'step' on a new linedef exec when the previous // sector's floor is the same height. if (thing->player && oldsec != NULL && thing->subsector && oldsec != thing->subsector->sector) { tfloorz = P_GetFloorZ(thing, ss->sector, thing->x, thing->y, NULL); tceilz = P_GetCeilingZ(thing, ss->sector, thing->x, thing->y, NULL); if (thing->eflags & MFE_VERTICALFLIP) { if (thing->z + thing->height >= tceilz) thing->eflags |= MFE_JUSTSTEPPEDDOWN; } else if (thing->z <= tfloorz) thing->eflags |= MFE_JUSTSTEPPEDDOWN; } } // // P_SetUnderlayPosition // Links a thing into a subsector at the other end of the stack, // so it appears behind all other sprites in that subsector. // Sets thing->subsector properly // void P_SetUnderlayPosition(mobj_t *thing) { // link into subsector subsector_t *ss; mobj_t **link, *lend; I_Assert(thing); ss = thing->subsector = R_PointInSubsector(thing->x, thing->y); link = &ss->sector->thinglist; for (lend = *link; lend && lend->snext; lend = lend->snext) ; thing->snext = NULL; if (!lend) { thing->sprev = link; *link = thing; } else { thing->sprev = &lend->snext; lend->snext = thing; } P_CreateSecNodeList(thing,thing->x,thing->y); thing->touching_sectorlist = sector_list; // Attach to Thing's mobj_t sector_list = NULL; // clear for next time } void P_SetPrecipitationThingPosition(precipmobj_t *thing) { subsector_t *ss = thing->subsector = R_PointInSubsector(thing->x, thing->y); precipmobj_t **link = &ss->sector->preciplist; precipmobj_t *snext = *link; if ((thing->snext = snext) != NULL) snext->sprev = &thing->snext; thing->sprev = link; *link = thing; P_CreatePrecipSecNodeList(thing, thing->x, thing->y); thing->touching_sectorlist = precipsector_list; // Attach to Thing's precipmobj_t precipsector_list = NULL; // clear for next time } // // BLOCK MAP ITERATORS // For each line/thing in the given mapblock, // call the passed PIT_* function. // If the function returns false, // exit with false without checking anything else. // // // P_BlockLinesIterator // The validcount flags are used to avoid checking lines // that are marked in multiple mapblocks, // so increment validcount before the first call // to P_BlockLinesIterator, then make one or more calls // to it. // boolean P_BlockLinesIterator(INT32 x, INT32 y, boolean (*func)(line_t *)) { INT32 offset; const INT32 *list; // Big blockmap polymaplink_t *plink; // haleyjd 02/22/06 line_t *ld; if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) return true; offset = y*bmapwidth + x; // haleyjd 02/22/06: consider polyobject lines plink = polyblocklinks[offset]; while (plink) { polyobj_t *po = plink->po; if (po->validcount != validcount) // if polyobj hasn't been checked { size_t i; po->validcount = validcount; for (i = 0; i < po->numLines; ++i) { if (po->lines[i]->validcount == validcount) // line has been checked continue; po->lines[i]->validcount = validcount; if (!func(po->lines[i])) return false; } } plink = (polymaplink_t *)(plink->link.next); } offset = *(blockmap + offset); // offset = blockmap[y*bmapwidth+x]; // First index is really empty, so +1 it. for (list = blockmaplump + offset + 1; *list != -1; list++) { ld = &lines[*list]; if (ld->validcount == validcount) continue; // Line has already been checked. ld->validcount = validcount; if (!func(ld)) return false; } return true; // Everything was checked. } // // P_BlockThingsIterator // boolean P_BlockThingsIterator(INT32 x, INT32 y, boolean (*func)(mobj_t *)) { mobj_t *mobj, *bnext = NULL; if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) return true; // Check interaction with the objects in the blockmap. for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = bnext) { P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed! if (!func(mobj)) { P_SetTarget(&bnext, NULL); return false; } if (P_MobjWasRemoved(tmthing) // func just popped our tmthing, cannot continue. || (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue. { P_SetTarget(&bnext, NULL); return true; } } return true; } // // INTERCEPT ROUTINES // //SoM: 4/6/2000: Limit removal static intercept_t *intercepts = NULL; static intercept_t *intercept_p = NULL; divline_t trace; static boolean earlyout; //SoM: 4/6/2000: Remove limit on intercepts. static void P_CheckIntercepts(void) { static size_t max_intercepts = 0; size_t count = intercept_p - intercepts; if (max_intercepts <= count) { if (!max_intercepts) max_intercepts = 128; else max_intercepts *= 2; intercepts = Z_Realloc(intercepts, sizeof (*intercepts) * max_intercepts, PU_STATIC, NULL); intercept_p = intercepts + count; } } // // PIT_AddLineIntercepts. // Looks for lines in the given block // that intercept the given trace // to add to the intercepts list. // // A line is crossed if its endpoints // are on opposite sides of the trace. // Returns true if earlyout and a solid line hit. // static boolean PIT_AddLineIntercepts(line_t *ld) { INT32 s1, s2; fixed_t frac; divline_t dl; // avoid precision problems with two routines if (trace.dx > FRACUNIT*16 || trace.dy > FRACUNIT*16 || trace.dx < -FRACUNIT*16 || trace.dy < -FRACUNIT*16) { // Hurdler: crash here with phobia when you shoot // on the door next the stone bridge // stack overflow??? s1 = P_PointOnDivlineSide(ld->v1->x, ld->v1->y, &trace); s2 = P_PointOnDivlineSide(ld->v2->x, ld->v2->y, &trace); } else { s1 = P_PointOnLineSide(trace.x, trace.y, ld); s2 = P_PointOnLineSide(trace.x+trace.dx, trace.y+trace.dy, ld); } if (s1 == s2) return true; // Line isn't crossed. // Hit the line. P_MakeDivline(ld, &dl); frac = P_InterceptVector(&trace, &dl); if (frac < 0) return true; // Behind source. // Try to take an early out of the check. if (earlyout && frac < FRACUNIT && !ld->backsector) return false; // stop checking P_CheckIntercepts(); intercept_p->frac = frac; intercept_p->isaline = true; intercept_p->d.line = ld; intercept_p++; return true; // continue } // // PIT_AddThingIntercepts // static boolean PIT_AddThingIntercepts(mobj_t *thing) { fixed_t px1, py1, px2, py2, frac; INT32 s1, s2; boolean tracepositive; divline_t dl; tracepositive = (trace.dx ^ trace.dy) > 0; // check a corner to corner crossection for hit if (tracepositive) { px1 = thing->x - thing->radius; py1 = thing->y + thing->radius; px2 = thing->x + thing->radius; py2 = thing->y - thing->radius; } else { px1 = thing->x - thing->radius; py1 = thing->y - thing->radius; px2 = thing->x + thing->radius; py2 = thing->y + thing->radius; } s1 = P_PointOnDivlineSide(px1, py1, &trace); s2 = P_PointOnDivlineSide(px2, py2, &trace); if (s1 == s2) return true; // Line isn't crossed. dl.x = px1; dl.y = py1; dl.dx = px2 - px1; dl.dy = py2 - py1; frac = P_InterceptVector(&trace, &dl); if (frac < 0) return true; // Behind source. P_CheckIntercepts(); intercept_p->frac = frac; intercept_p->isaline = false; intercept_p->d.thing = thing; intercept_p++; return true; // Keep going. } // // P_TraverseIntercepts // Returns true if the traverser function returns true // for all lines. // static boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac) { size_t count; fixed_t dist; intercept_t *scan, *in = NULL; count = intercept_p - intercepts; while (count--) { dist = INT32_MAX; for (scan = intercepts; scan < intercept_p; scan++) { if (scan->frac < dist) { dist = scan->frac; in = scan; } } if (dist > maxfrac) return true; // Checked everything in range. if (!func(in)) return false; // Don't bother going farther. in->frac = INT32_MAX; } return true; // Everything was traversed. } // // P_PathTraverse // 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. // boolean P_PathTraverse(fixed_t px1, fixed_t py1, fixed_t px2, fixed_t py2, INT32 flags, traverser_t trav) { fixed_t xt1, yt1, xt2, yt2; fixed_t xstep, ystep, partial, xintercept, yintercept; INT32 mapx, mapy, mapxstep, mapystep, count; earlyout = flags & PT_EARLYOUT; validcount++; intercept_p = intercepts; if (((px1 - bmaporgx) & (MAPBLOCKSIZE-1)) == 0) px1 += FRACUNIT; // Don't side exactly on a line. if (((py1 - bmaporgy) & (MAPBLOCKSIZE-1)) == 0) py1 += FRACUNIT; // Don't side exactly on a line. trace.x = px1; trace.y = py1; trace.dx = px2 - px1; trace.dy = py2 - py1; px1 -= bmaporgx; py1 -= bmaporgy; xt1 = (unsigned)px1>>MAPBLOCKSHIFT; yt1 = (unsigned)py1>>MAPBLOCKSHIFT; px2 -= bmaporgx; py2 -= bmaporgy; xt2 = (unsigned)px2>>MAPBLOCKSHIFT; yt2 = (unsigned)py2>>MAPBLOCKSHIFT; if (xt2 > xt1) { mapxstep = 1; partial = FRACUNIT - ((px1>>MAPBTOFRAC) & FRACMASK); ystep = FixedDiv(py2 - py1, abs(px2 - px1)); } else if (xt2 < xt1) { mapxstep = -1; partial = (px1>>MAPBTOFRAC) & FRACMASK; ystep = FixedDiv(py2 - py1, abs(px2 - px1)); } else { mapxstep = 0; partial = FRACUNIT; ystep = 256*FRACUNIT; } yintercept = (py1>>MAPBTOFRAC) + FixedMul(partial, ystep); if (yt2 > yt1) { mapystep = 1; partial = FRACUNIT - ((py1>>MAPBTOFRAC) & FRACMASK); xstep = FixedDiv(px2 - px1, abs(py2 - py1)); } else if (yt2 < yt1) { mapystep = -1; partial = (py1>>MAPBTOFRAC) & FRACMASK; xstep = FixedDiv(px2 - px1, abs(py2 - py1)); } else { mapystep = 0; partial = FRACUNIT; xstep = 256*FRACUNIT; } xintercept = (px1>>MAPBTOFRAC) + FixedMul(partial, xstep); // Step through map blocks. // Count is present to prevent a round off error // from skipping the break. mapx = xt1; mapy = yt1; for (count = 0; count < 64; count++) { if (flags & PT_ADDLINES) if (!P_BlockLinesIterator(mapx, mapy, PIT_AddLineIntercepts)) return false; // early out if (flags & PT_ADDTHINGS) if (!P_BlockThingsIterator(mapx, mapy, PIT_AddThingIntercepts)) return false; // early out if (mapx == xt2 && mapy == yt2) break; if ((yintercept >> FRACBITS) == mapy) { yintercept += ystep; mapx += mapxstep; } else if ((xintercept >> FRACBITS) == mapx) { xintercept += xstep; mapy += mapystep; } } // Go through the sorted list return P_TraverseIntercepts(trav, FRACUNIT); } // ========================================================================= // BLOCKMAP ITERATORS // ========================================================================= // blockmap iterator for all sorts of use // your routine must return FALSE to exit the loop earlier // returns FALSE if the loop exited early after a false return // value from your user function //abandoned, maybe I'll need it someday.. /* boolean P_RadiusLinesCheck(fixed_t radius, fixed_t x, fixed_t y, boolean (*func)(line_t *)) { INT32 xl, xh, yl, yh; INT32 bx, by; tmbbox[BOXTOP] = y + radius; tmbbox[BOXBOTTOM] = y - radius; tmbbox[BOXRIGHT] = x + radius; tmbbox[BOXLEFT] = x - radius; // check lines xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) if (!P_BlockLinesIterator(bx, by, func)) return false; return true; } */