📄 p_maputl.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_maputl.c,v 1.11 2001/03/13 22:14:19 stroggonmeth Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// 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.////// $Log: p_maputl.c,v $// Revision 1.11 2001/03/13 22:14:19 stroggonmeth// Long time no commit. 3D floors, FraggleScript, portals, ect.//// Revision 1.10 2001/01/25 22:15:43 bpereira// added heretic support//// Revision 1.9 2000/11/02 19:49:35 bpereira// no message//// Revision 1.8 2000/11/02 17:50:08 stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.7 2000/08/31 14:30:55 bpereira// no message//// Revision 1.6 2000/08/11 19:10:13 metzgermeister// *** empty log message ***//// Revision 1.5 2000/04/15 22:12:57 stroggonmeth// Minor bug fixes//// Revision 1.4 2000/04/08 17:29:25 stroggonmeth// no message//// Revision 1.3 2000/04/04 00:32:47 stroggonmeth// Initial Boom compatability plus few misc changes all around.//// Revision 1.2 2000/02/27 00:42:10 hurdler// fix CR+LF problem//// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION:// Movement/collision utility functions,// as used by function in p_map.c.// BLOCKMAP Iterator functions,// and some PIT_* functions to use for iteration.////-----------------------------------------------------------------------------#include "p_local.h"#include "r_main.h"#include "p_maputl.h"//// P_AproxDistance// Gives an estimation of distance (not exact)//fixed_tP_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//intP_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.//intP_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; default : I_Error("P_BoxOnLineSide: unknow slopetype %d\n",ld->slopetype); return -1; } if (p1 == p2) return p1; return -1;}//// P_PointOnDivlineSide// Returns 0 or 1.//intP_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_tP_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,num,den; float v1x,v1y,v1dx,v1dy; float 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;fixed_t openbottom;fixed_t openrange;fixed_t lowfloor;void P_LineOpening (line_t* linedef){ sector_t* front; sector_t* back; extern mobj_t* tmthing; if (linedef->sidenum[1] == -1) { // single sided line openrange = 0; return; } front = linedef->frontsector; back = linedef->backsector;#ifdef PARANOIA if(!front) I_Error("lindef without front"); if(!back) I_Error("lindef without back");#endif if(tmthing) { wallportal_t* wpr; fixed_t thingbot, thingtop; thingbot = tmthing->z; thingtop = thingbot + tmthing->height; for(wpr = linedef->wallportals; wpr; wpr = wpr->next) if(thingtop <= *wpr->topheight && thingtop >= *wpr->bottomheight) break; if(wpr) { opentop = *wpr->topheight; lowfloor = front->floorheight < back->floorheight ? front->floorheight : back->floorheight; if(*wpr->bottomheight < lowfloor) { openbottom = lowfloor; lowfloor = *wpr->bottomheight; } else openbottom = *wpr->bottomheight; } else { 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; } } //SoM: 3/27/2000: Check for fake floors in the sector. if(front->ffloors || back->ffloors) { ffloor_t* rover; fixed_t lowestceiling = opentop; fixed_t highestfloor = openbottom; fixed_t lowestfloor = lowfloor; fixed_t delta1; fixed_t delta2; if(!tmthing) goto no_thing; thingtop = tmthing->z + tmthing->height; // Check for frontsector's fake floors if(front->ffloors) for(rover = front->ffloors; rover; rover = rover->next) { if(!(rover->flags & FF_SOLID)) continue; delta1 = abs(tmthing->z - ((*rover->bottomheight + *rover->topheight) / 2)); delta2 = abs(thingtop - ((*rover->bottomheight + *rover->topheight) / 2)); if(*rover->bottomheight < lowestceiling && delta1 >= delta2) lowestceiling = *rover->bottomheight; if(*rover->topheight > highestfloor && delta1 < delta2) highestfloor = *rover->topheight; else if(*rover->topheight > lowestfloor && delta1 < delta2) lowestfloor = *rover->topheight; } // Check for backsectors fake floors if(back->ffloors) for(rover = back->ffloors; rover; rover = rover->next) { if(!(rover->flags & FF_SOLID)) continue; delta1 = abs(tmthing->z - ((*rover->bottomheight + *rover->topheight) / 2)); delta2 = abs(thingtop - ((*rover->bottomheight + *rover->topheight) / 2)); if(*rover->bottomheight < lowestceiling && delta1 >= delta2) lowestceiling = *rover->bottomheight; if(*rover->topheight > highestfloor && delta1 < delta2) highestfloor = *rover->topheight; else if(*rover->topheight > lowestfloor && delta1 < delta2) lowestfloor = *rover->topheight; } if(highestfloor > openbottom) openbottom = highestfloor; if(lowestceiling < opentop) opentop = lowestceiling; if(lowestfloor > lowfloor) lowfloor = lowestfloor; } openrange = opentop - openbottom; return; } 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; } no_thing: 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;#ifdef PARANOIA thing->sprev = NULL; thing->snext = NULL;#endif //SoM: 4/7/2000 // // 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 // 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);
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