ref: 5bf73c4864fedb6b97b27bf302435a1168ba8f4c
dir: /src/hexen/p_maputl.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // #include "h2def.h" #include "i_system.h" #include "m_bbox.h" #include "p_local.h" static mobj_t *RoughBlockCheck(mobj_t * mo, int index); /* =================== = = 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_PointOnLineSide = = Returns 0 or 1 ================== */ int P_PointOnLineSide(fixed_t x, fixed_t y, line_t * line) { fixed_t dx, dy; fixed_t left, right; if (!line->dx) { if (x <= line->v1->x) return line->dy > 0; return line->dy < 0; } if (!line->dy) { if (y <= line->v1->y) return line->dx < 0; return line->dx > 0; } dx = (x - line->v1->x); dy = (y - line->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 ================= */ int P_BoxOnLineSide(fixed_t * tmbox, line_t * ld) { int p1 = 0, p2 = 0; 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; } if (p1 == p2) return p1; return -1; } /* ================== = = P_PointOnDivlineSide = = Returns 0 or 1 ================== */ int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t * line) { fixed_t dx, dy; fixed_t 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) { #if 1 fixed_t frac, num, den; den = FixedMul(v1->dy >> 8, v2->dx) - FixedMul(v1->dx >> 8, v2->dy); if (den == 0) return 0; // I_Error ("P_InterceptVector: parallel"); num = FixedMul((v1->x - v2->x) >> 8, v1->dy) + FixedMul((v2->y - v1->y) >> 8, v1->dx); frac = FixedDiv(num, den); return frac; #else float frac, num, den, v1x, v1y, v1dx, v1dy, v2x, v2y, v2dx, v2dy; v1x = (float) v1->x / FRACUNIT; v1y = (float) v1->y / FRACUNIT; v1dx = (float) v1->dx / FRACUNIT; v1dy = (float) v1->dy / FRACUNIT; v2x = (float) v2->x / FRACUNIT; v2y = (float) v2->y / FRACUNIT; v2dx = (float) v2->dx / FRACUNIT; v2dy = (float) v2->dy / FRACUNIT; den = v1dy * v2dx - v1dx * v2dy; if (den == 0) return 0; // parallel num = (v1x - v2x) * v1dy + (v2y - v1y) * v1dx; frac = num / den; return frac * FRACUNIT; #endif } /* ================== = = P_LineOpening = = Sets opentop and openbottom to the window through a two sided line = OPTIMIZE: keep this precalculated ================== */ fixed_t opentop, openbottom, openrange; fixed_t lowfloor; void P_LineOpening(line_t * linedef) { sector_t *front, *back; if (linedef->sidenum[1] == -1) { // single sided line openrange = 0; return; } front = linedef->frontsector; back = linedef->backsector; if (front->ceilingheight < back->ceilingheight) opentop = front->ceilingheight; else opentop = back->ceilingheight; if (front->floorheight > back->floorheight) { openbottom = front->floorheight; lowfloor = back->floorheight; tmfloorpic = front->floorpic; } else { openbottom = back->floorheight; lowfloor = front->floorheight; tmfloorpic = back->floorpic; } openrange = opentop - openbottom; } /* =============================================================================== THING POSITION SETTING =============================================================================== */ /* =================== = = P_UnsetThingPosition = = Unlinks a thing from block map and sectors = =================== */ void P_UnsetThingPosition(mobj_t * thing) { int blockx, blocky; if (!(thing->flags & MF_NOSECTOR)) { // inert things don't need to be in blockmap // unlink from subsector if (thing->snext) thing->snext->sprev = thing->sprev; if (thing->sprev) thing->sprev->snext = thing->snext; else thing->subsector->sector->thinglist = thing->snext; } if (!(thing->flags & MF_NOBLOCKMAP)) { // inert things don't need to be in blockmap // unlink from block map if (thing->bnext) thing->bnext->bprev = thing->bprev; if (thing->bprev) thing->bprev->bnext = thing->bnext; else { blockx = (thing->x - bmaporgx) >> MAPBLOCKSHIFT; blocky = (thing->y - bmaporgy) >> MAPBLOCKSHIFT; if (blockx >= 0 && blockx < bmapwidth && blocky >= 0 && blocky < bmapheight) blocklinks[blocky * bmapwidth + blockx] = thing->bnext; } } } /* =================== = = 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) { subsector_t *ss; sector_t *sec; int blockx, blocky; mobj_t **link; // // link into subsector // ss = R_PointInSubsector(thing->x, thing->y); thing->subsector = ss; if (!(thing->flags & MF_NOSECTOR)) { // invisible things don't go into the sector links sec = ss->sector; thing->sprev = NULL; thing->snext = sec->thinglist; if (sec->thinglist) sec->thinglist->sprev = thing; sec->thinglist = thing; } // // link into blockmap // if (!(thing->flags & MF_NOBLOCKMAP)) { // inert things don't need to be in blockmap blockx = (thing->x - bmaporgx) >> MAPBLOCKSHIFT; blocky = (thing->y - bmaporgy) >> MAPBLOCKSHIFT; if (blockx >= 0 && blockx < bmapwidth && blocky >= 0 && blocky < bmapheight) { link = &blocklinks[blocky * bmapwidth + blockx]; thing->bprev = NULL; thing->bnext = *link; if (*link) (*link)->bprev = thing; *link = thing; } else { // thing is off the map thing->bnext = thing->bprev = NULL; } } } /* =============================================================================== BLOCK MAP ITERATORS For each line/thing in the given mapblock, call the passed 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(int x, int y, boolean(*func) (line_t *)) { int offset; short *list; line_t *ld; int i; polyblock_t *polyLink; seg_t **tempSeg; extern polyblock_t **PolyBlockMap; if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) return true; offset = y * bmapwidth + x; polyLink = PolyBlockMap[offset]; while (polyLink) { if (polyLink->polyobj) { if (polyLink->polyobj->validcount != validcount) { polyLink->polyobj->validcount = validcount; tempSeg = polyLink->polyobj->segs; for (i = 0; i < polyLink->polyobj->numsegs; i++, tempSeg++) { if ((*tempSeg)->linedef->validcount == validcount) { continue; } (*tempSeg)->linedef->validcount = validcount; if (!func((*tempSeg)->linedef)) { return false; } } } } polyLink = polyLink->next; } offset = *(blockmap + offset); for (list = blockmaplump + offset; *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(int x, int y, boolean(*func) (mobj_t *)) { mobj_t *mobj; if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) return true; for (mobj = blocklinks[y * bmapwidth + x]; mobj; mobj = mobj->bnext) if (!func(mobj)) return false; return true; } /* =============================================================================== INTERCEPT ROUTINES =============================================================================== */ intercept_t intercepts[MAXINTERCEPTS], *intercept_p; divline_t trace; boolean earlyout; int ptflags; /* ================== = = 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 ================== */ boolean PIT_AddLineIntercepts(line_t * ld) { int 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) { 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 early out the check if (earlyout && frac < FRACUNIT && !ld->backsector) return false; // stop checking intercept_p->frac = frac; intercept_p->isaline = true; intercept_p->d.line = ld; intercept_p++; return true; // continue } /* ================== = = PIT_AddThingIntercepts = ================== */ boolean PIT_AddThingIntercepts(mobj_t * thing) { fixed_t x1, y1, x2, y2; int s1, s2; boolean tracepositive; divline_t dl; fixed_t frac; tracepositive = (trace.dx ^ trace.dy) > 0; // check a corner to corner crossection for hit if (tracepositive) { x1 = thing->x - thing->radius; y1 = thing->y + thing->radius; x2 = thing->x + thing->radius; y2 = thing->y - thing->radius; } else { x1 = thing->x - thing->radius; y1 = thing->y - thing->radius; x2 = thing->x + thing->radius; y2 = thing->y + thing->radius; } s1 = P_PointOnDivlineSide(x1, y1, &trace); s2 = P_PointOnDivlineSide(x2, y2, &trace); if (s1 == s2) return true; // line isn't crossed dl.x = x1; dl.y = y1; dl.dx = x2 - x1; dl.dy = y2 - y1; frac = P_InterceptVector(&trace, &dl); if (frac < 0) return true; // behind source 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 ==================== */ boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac) { int count; fixed_t dist; intercept_t *scan, *in; count = intercept_p - intercepts; in = 0; // shut up compiler warning while (count--) { dist = INT_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 0 { // don't check these yet, ther may be others inserted in = scan = intercepts; for (scan = intercepts; scan < intercept_p; scan++) if (scan->frac > maxfrac) *in++ = *scan; intercept_p = in; return false; } #endif if (!func(in)) return false; // don't bother going farther in->frac = INT_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 x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, boolean(*trav) (intercept_t *)) { fixed_t xt1, yt1, xt2, yt2; fixed_t xstep, ystep; fixed_t partial; fixed_t xintercept, yintercept; int mapx, mapy, mapxstep, mapystep; int count; earlyout = (flags & PT_EARLYOUT) != 0; validcount++; intercept_p = intercepts; if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0) x1 += FRACUNIT; // don't side exactly on a line if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0) y1 += FRACUNIT; // don't side exactly on a line trace.x = x1; trace.y = y1; trace.dx = x2 - x1; trace.dy = y2 - y1; x1 -= bmaporgx; y1 -= bmaporgy; xt1 = x1 >> MAPBLOCKSHIFT; yt1 = y1 >> MAPBLOCKSHIFT; x2 -= bmaporgx; y2 -= bmaporgy; xt2 = x2 >> MAPBLOCKSHIFT; yt2 = y2 >> MAPBLOCKSHIFT; if (xt2 > xt1) { mapxstep = 1; partial = FRACUNIT - ((x1 >> MAPBTOFRAC) & (FRACUNIT - 1)); ystep = FixedDiv(y2 - y1, abs(x2 - x1)); } else if (xt2 < xt1) { mapxstep = -1; partial = (x1 >> MAPBTOFRAC) & (FRACUNIT - 1); ystep = FixedDiv(y2 - y1, abs(x2 - x1)); } else { mapxstep = 0; partial = FRACUNIT; ystep = 256 * FRACUNIT; } yintercept = (y1 >> MAPBTOFRAC) + FixedMul(partial, ystep); if (yt2 > yt1) { mapystep = 1; partial = FRACUNIT - ((y1 >> MAPBTOFRAC) & (FRACUNIT - 1)); xstep = FixedDiv(x2 - x1, abs(y2 - y1)); } else if (yt2 < yt1) { mapystep = -1; partial = (y1 >> MAPBTOFRAC) & (FRACUNIT - 1); xstep = FixedDiv(x2 - x1, abs(y2 - y1)); } else { mapystep = 0; partial = FRACUNIT; xstep = 256 * FRACUNIT; } xintercept = (x1 >> 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); } //=========================================================================== // // P_RoughMonsterSearch // // Searches though the surrounding mapblocks for monsters/players // distance is in MAPBLOCKUNITS //=========================================================================== mobj_t *P_RoughMonsterSearch(mobj_t * mo, int distance) { int blockX; int blockY; int startX, startY; int blockIndex; int firstStop; int secondStop; int thirdStop; int finalStop; int count; mobj_t *target; startX = (mo->x - bmaporgx) >> MAPBLOCKSHIFT; startY = (mo->y - bmaporgy) >> MAPBLOCKSHIFT; if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight) { target = RoughBlockCheck(mo, startY * bmapwidth + startX); if (target != NULL) { // found a target right away return target; } } for (count = 1; count <= distance; count++) { blockX = startX - count; blockY = startY - count; if (blockY < 0) { blockY = 0; } else if (blockY >= bmapheight) { blockY = bmapheight - 1; } if (blockX < 0) { blockX = 0; } else if (blockX >= bmapwidth) { blockX = bmapwidth - 1; } blockIndex = blockY * bmapwidth + blockX; firstStop = startX + count; if (firstStop < 0) { continue; } if (firstStop >= bmapwidth) { firstStop = bmapwidth - 1; } secondStop = startY + count; if (secondStop < 0) { continue; } if (secondStop >= bmapheight) { secondStop = bmapheight - 1; } thirdStop = secondStop * bmapwidth + blockX; secondStop = secondStop * bmapwidth + firstStop; firstStop += blockY * bmapwidth; finalStop = blockIndex; // Trace the first block section (along the top) for (; blockIndex <= firstStop; blockIndex++) { target = RoughBlockCheck(mo, blockIndex); if (target != NULL) { return target; } } // Trace the second block section (right edge) for (blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth) { target = RoughBlockCheck(mo, blockIndex); if (target != NULL) { return target; } } // Trace the third block section (bottom edge) for (blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--) { target = RoughBlockCheck(mo, blockIndex); if (target != NULL) { return target; } } // Trace the final block section (left edge) for (blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth) { target = RoughBlockCheck(mo, blockIndex); if (target != NULL) { return target; } } } return NULL; } //=========================================================================== // // RoughBlockCheck // //=========================================================================== static mobj_t *RoughBlockCheck(mobj_t * mo, int index) { mobj_t *link; mobj_t *master; angle_t angle; link = blocklinks[index]; while (link) { if (mo->player) // Minotaur looking around player { if ((link->flags & MF_COUNTKILL) || (link->player && (link != mo))) { if (!(link->flags & MF_SHOOTABLE)) { link = link->bnext; continue; } if (link->flags2 & MF2_DORMANT) { link = link->bnext; continue; } if ((link->type == MT_MINOTAUR) && (link->special1.m == mo)) { link = link->bnext; continue; } if (netgame && !deathmatch && link->player) { link = link->bnext; continue; } if (P_CheckSight(mo, link)) { return link; } } link = link->bnext; } else if (mo->type == MT_MINOTAUR) // looking around minotaur { master = mo->special1.m; if ((link->flags & MF_COUNTKILL) || (link->player && (link != master))) { if (!(link->flags & MF_SHOOTABLE)) { link = link->bnext; continue; } if (link->flags2 & MF2_DORMANT) { link = link->bnext; continue; } if ((link->type == MT_MINOTAUR) && (link->special1.m == mo->special1.m)) { link = link->bnext; continue; } if (netgame && !deathmatch && link->player) { link = link->bnext; continue; } if (P_CheckSight(mo, link)) { return link; } } link = link->bnext; } else if (mo->type == MT_MSTAFF_FX2) // bloodscourge { if ((link->flags & MF_COUNTKILL || (link->player && link != mo->target)) && !(link->flags2 & MF2_DORMANT)) { if (!(link->flags & MF_SHOOTABLE)) { link = link->bnext; continue; } if (netgame && !deathmatch && link->player) { link = link->bnext; continue; } else if (P_CheckSight(mo, link)) { master = mo->target; angle = R_PointToAngle2(master->x, master->y, link->x, link->y) - master->angle; angle >>= 24; if (angle > 226 || angle < 30) { return link; } } } link = link->bnext; } else // spirits { if ((link->flags & MF_COUNTKILL || (link->player && link != mo->target)) && !(link->flags2 & MF2_DORMANT)) { if (!(link->flags & MF_SHOOTABLE)) { link = link->bnext; continue; } if (netgame && !deathmatch && link->player) { link = link->bnext; continue; } if (link == mo->target) { link = link->bnext; continue; } else if (P_CheckSight(mo, link)) { return link; } } link = link->bnext; } } return NULL; }