Source to src/p_maputl.c
//**************************************************************************
//**
//** p_maputl.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: p_maputl.c,v $
//** $Revision: 1.11 $
//** $Date: 95/10/04 02:39:28 $
//** $Author: paul $
//**
//**************************************************************************
#include "h2def.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, 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;
}
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 = MAXINT;
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 = MAXINT;
}
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;
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)
{
if(target = RoughBlockCheck(mo, startY*bmapwidth+startX))
{ // 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++)
{
if(target = RoughBlockCheck(mo, blockIndex))
{
return target;
}
}
// Trace the second block section (right edge)
for(blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth)
{
if(target = RoughBlockCheck(mo, blockIndex))
{
return target;
}
}
// Trace the third block section (bottom edge)
for(blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--)
{
if(target = RoughBlockCheck(mo, blockIndex))
{
return target;
}
}
// Trace the final block section (left edge)
for(blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth)
{
if(target = RoughBlockCheck(mo, blockIndex))
{
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) &&
(((mobj_t *)link->special1) == 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 = (mobj_t *)mo->special1;
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 == mo->special1))
{
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;
}