📄 p_maputl.c
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Movement/collision utility functions,
// as used by function in p_map.c.
// BLOCKMAP Iterator functions,
// and some PIT_* functions to use for iteration.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_maputl.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
#include <stdlib.h>
#include "m_bbox.h"
#include "doomdef.h"
#include "p_local.h"
// State.
#include "r_state.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_PointOnLineSide
// Returns 0 or 1
//
int
P_PointOnLineSide
( fixed_t x,
fixed_t y,
line_t* line )
{
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t 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;
int 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;
fixed_t dy;
fixed_t left;
fixed_t 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;
fixed_t num;
fixed_t 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 // UNUSED, float debug.
float frac;
float num;
float den;
float v1x;
float v1y;
float v1dx;
float v1dy;
float v2x;
float v2y;
float v2dx;
float 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;
fixed_t openbottom;
fixed_t openrange;
fixed_t lowfloor;
void P_LineOpening (line_t* linedef)
{
sector_t* front;
sector_t* 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;
}
else
{
openbottom = back->floorheight;
lowfloor = front->floorheight;
}
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)
{
int blockx;
int 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;
int 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;
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