Handle level in block iterators.

The scripted interface isn't done yet.
This commit is contained in:
Christoph Oelckers 2019-01-29 03:26:22 +01:00
commit de1b89707d
13 changed files with 88 additions and 81 deletions

View file

@ -581,9 +581,10 @@ void AActor::SetOrigin(double x, double y, double z, bool moving)
//
//===========================================================================
FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount)
FBlockLinesIterator::FBlockLinesIterator(FLevelLocals *l, int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount)
{
if (!keepvalidcount) validcount++;
Level = l;
minx = _minx;
maxx = _maxx;
miny = _miny;
@ -594,15 +595,16 @@ FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _m
void FBlockLinesIterator::init(const FBoundingBox &box)
{
validcount++;
maxy = level.blockmap.GetBlockY(box.Top());
miny = level.blockmap.GetBlockY(box.Bottom());
maxx = level.blockmap.GetBlockX(box.Right());
minx = level.blockmap.GetBlockX(box.Left());
maxy = Level->blockmap.GetBlockY(box.Top());
miny = Level->blockmap.GetBlockY(box.Bottom());
maxx = Level->blockmap.GetBlockX(box.Right());
minx = Level->blockmap.GetBlockX(box.Left());
Reset();
}
FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
FBlockLinesIterator::FBlockLinesIterator(FLevelLocals *l, const FBoundingBox &box)
{
Level = l;
init(box);
}
@ -616,13 +618,13 @@ void FBlockLinesIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (level.blockmap.isValidBlock(x, y))
if (Level->blockmap.isValidBlock(x, y))
{
unsigned offset = y*level.blockmap.bmapwidth + x;
polyLink = level.PolyBlockMap.Size() > offset? level.PolyBlockMap[offset] : nullptr;
unsigned offset = y*Level->blockmap.bmapwidth + x;
polyLink = Level->PolyBlockMap.Size() > offset? Level->PolyBlockMap[offset] : nullptr;
polyIndex = 0;
list = level.blockmap.GetLines(x, y);
list = Level->blockmap.GetLines(x, y);
}
else
{
@ -681,7 +683,7 @@ line_t *FBlockLinesIterator::Next()
{
while (*list != -1)
{
line_t *ld = &level.lines[*list];
line_t *ld = &Level->lines[*list];
list++;
if (ld->validcount != validcount)
@ -710,24 +712,24 @@ line_t *FBlockLinesIterator::Next()
//===========================================================================
FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, AActor *origin, double checkradius)
: checklist(check)
: checklist(check), blockIterator(origin->Level)
{
checkpoint = origin->Pos();
if (!check.inited) level.CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
if (!check.inited) origin->Level->CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
checkpoint.Z = checkradius == -1? origin->radius : checkradius;
basegroup = origin->Sector->PortalGroup;
startsector = origin->Sector;
Reset();
}
FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, double checkx, double checky, double checkz, double checkh, double checkradius, sector_t *newsec)
: checklist(check)
FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, FLevelLocals *Level, double checkx, double checky, double checkz, double checkh, double checkradius, sector_t *newsec)
: checklist(check), blockIterator(Level)
{
checkpoint = { checkx, checky, checkz };
if (newsec == NULL) newsec = level.PointInSector(checkx, checky);
if (newsec == NULL) newsec = Level->PointInSector(checkx, checky);
startsector = newsec;
basegroup = newsec->PortalGroup;
if (!check.inited) level.CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
if (!check.inited) Level->CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
checkpoint.Z = checkradius;
Reset();
}
@ -847,10 +849,10 @@ bool FMultiBlockLinesIterator::Next(FMultiBlockLinesIterator::CheckResult *item)
bool FMultiBlockLinesIterator::startIteratorForGroup(int group)
{
offset = level.Displacements.getOffset(basegroup, group);
offset = blockIterator.Level->Displacements.getOffset(basegroup, group);
offset.X += checkpoint.X;
offset.Y += checkpoint.Y;
cursector = group == startsector->PortalGroup ? startsector : level.PointInSector(offset);
cursector = group == startsector->PortalGroup ? startsector : blockIterator.Level->PointInSector(offset);
// If we ended up in a different group,
// presumably because the spot to be checked is too far outside the actual portal group,
// the search needs to abort.
@ -880,18 +882,20 @@ void FMultiBlockLinesIterator::Reset()
//
//===========================================================================
FBlockThingsIterator::FBlockThingsIterator()
FBlockThingsIterator::FBlockThingsIterator(FLevelLocals *l)
: DynHash(0)
{
Level = l;
minx = maxx = 0;
miny = maxy = 0;
ClearHash();
block = NULL;
}
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy)
FBlockThingsIterator::FBlockThingsIterator(FLevelLocals *l, int _minx, int _miny, int _maxx, int _maxy)
: DynHash(0)
{
Level = l;
minx = _minx;
maxx = _maxx;
miny = _miny;
@ -902,10 +906,10 @@ FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int
void FBlockThingsIterator::init(const FBoundingBox &box)
{
maxy = level.blockmap.GetBlockY(box.Top());
miny = level.blockmap.GetBlockY(box.Bottom());
maxx = level.blockmap.GetBlockX(box.Right());
minx = level.blockmap.GetBlockX(box.Left());
maxy = Level->blockmap.GetBlockY(box.Top());
miny = Level->blockmap.GetBlockY(box.Bottom());
maxx = Level->blockmap.GetBlockX(box.Right());
minx = Level->blockmap.GetBlockX(box.Left());
ClearHash();
Reset();
}
@ -933,9 +937,9 @@ void FBlockThingsIterator::StartBlock(int x, int y)
{
curx = x;
cury = y;
if (level.blockmap.isValidBlock(x, y))
if (Level->blockmap.isValidBlock(x, y))
{
block = level.blockmap.blocklinks[y*level.blockmap.bmapwidth + x];
block = Level->blockmap.blocklinks[y*Level->blockmap.bmapwidth + x];
}
else
{
@ -983,9 +987,9 @@ AActor *FBlockThingsIterator::Next(bool centeronly)
if (centeronly)
{
// Block boundaries for compatibility mode
double blockleft = (curx * FBlockmap::MAPBLOCKUNITS) + level.blockmap.bmaporgx;
double blockleft = (curx * FBlockmap::MAPBLOCKUNITS) + Level->blockmap.bmaporgx;
double blockright = blockleft + FBlockmap::MAPBLOCKUNITS;
double blockbottom = (cury * FBlockmap::MAPBLOCKUNITS) + level.blockmap.bmaporgy;
double blockbottom = (cury * FBlockmap::MAPBLOCKUNITS) + Level->blockmap.bmaporgy;
double blocktop = blockbottom + FBlockmap::MAPBLOCKUNITS;
// only return actors with the center in this block
@ -1052,24 +1056,24 @@ AActor *FBlockThingsIterator::Next(bool centeronly)
//===========================================================================
FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, AActor *origin, double checkradius, bool ignorerestricted)
: checklist(check)
: checklist(check), blockIterator(origin->Level)
{
checkpoint = origin->Pos();
if (!check.inited) level.CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
if (!check.inited) origin->Level->CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
checkpoint.Z = checkradius == -1? origin->radius : checkradius;
basegroup = origin->Sector->PortalGroup;
Reset();
}
FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted, sector_t *newsec)
: checklist(check)
FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, FLevelLocals *Level, double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted, sector_t *newsec)
: checklist(check), blockIterator(Level)
{
checkpoint.X = checkx;
checkpoint.Y = checky;
checkpoint.Z = checkz;
if (newsec == NULL) newsec = level.PointInSector(checkx, checky);
if (newsec == NULL) newsec = Level->PointInSector(checkx, checky);
basegroup = newsec->PortalGroup;
if (!check.inited) level.CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
if (!check.inited) Level->CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
checkpoint.Z = checkradius;
Reset();
}
@ -1086,7 +1090,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
if (thing != NULL)
{
item->thing = thing;
item->Position = checkpoint + level.Displacements.getOffset(basegroup, thing->Sector->PortalGroup);
item->Position = checkpoint + blockIterator.Level->Displacements.getOffset(basegroup, thing->Sector->PortalGroup);
item->portalflags = portalflags;
return true;
}
@ -1125,7 +1129,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
void FMultiBlockThingsIterator::startIteratorForGroup(int group)
{
DVector2 offset = level.Displacements.getOffset(basegroup, group);
DVector2 offset = blockIterator.Level->Displacements.getOffset(basegroup, group);
offset.X += checkpoint.X;
offset.Y += checkpoint.Y;
bbox.setBox(offset.X, offset.Y, checkpoint.Z);
@ -1168,7 +1172,7 @@ TArray<intercept_t> FPathTraverse::intercepts(128);
void FPathTraverse::AddLineIntercepts(int bx, int by)
{
FBlockLinesIterator it(bx, by, bx, by, true);
FBlockLinesIterator it(Level, bx, by, bx, by, true);
line_t *ld;
while ((ld = it.Next()))
@ -1542,7 +1546,7 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags,
bool compatible = (flags & PT_COMPATIBLE) && (i_compatflags & COMPATF_HITSCAN);
// we want to use one list of checked actors for the entire operation
FBlockThingsIterator btit;
FBlockThingsIterator btit(Level);
for (count = 0 ; count < 1000 ; count++)
{
if (flags & PT_ADDLINES)
@ -1689,14 +1693,15 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
int finalStop;
int count;
AActor *target;
int bmapwidth = level.blockmap.bmapwidth;
int bmapheight = level.blockmap.bmapheight;
auto Level = mo->Level;
int bmapwidth = Level->blockmap.bmapwidth;
int bmapheight = Level->blockmap.bmapheight;
startX = level.blockmap.GetBlockX(mo->X());
startY = level.blockmap.GetBlockY(mo->Y());
startX = Level->blockmap.GetBlockX(mo->X());
startY = Level->blockmap.GetBlockY(mo->Y());
validcount++;
if (level.blockmap.isValidBlock(startX, startY))
if (Level->blockmap.isValidBlock(startX, startY))
{
if ( (target = check (mo, startY*bmapwidth+startX, params)) )
{ // found a target right away
@ -1787,7 +1792,7 @@ static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
FBlockNode *link;
for (link = level.blockmap.blocklinks[index]; link != NULL; link = link->NextActor)
for (link = mo->Level->blockmap.blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{
@ -1936,8 +1941,8 @@ subsector_t *FLevelLocals::PointInSubsector(double x, double y)
{
int side;
auto node = level.HeadGamenode();
if (node == nullptr) return &level.subsectors[0];
auto node = HeadGamenode();
if (node == nullptr) return &subsectors[0];
fixed_t xx = FloatToFixed(x);
fixed_t yy = FloatToFixed(y);
@ -1960,8 +1965,8 @@ subsector_t *FLevelLocals::PointInSubsector(double x, double y)
sector_t *FLevelLocals::PointInSectorBuggy(double x, double y)
{
// single subsector is a special case
auto node = level.HeadGamenode();
if (node == nullptr) return level.subsectors[0].sector;
auto node = HeadGamenode();
if (node == nullptr) return subsectors[0].sector;
do
{
// Use original buggy point-on-side test when spawning
@ -1991,10 +1996,10 @@ subsector_t *FLevelLocals::PointInRenderSubsector (fixed_t x, fixed_t y)
int side;
// single subsector is a special case
if (level.nodes.Size() == 0)
return &level.subsectors[0];
if (nodes.Size() == 0)
return &subsectors[0];
node = level.HeadNode();
node = HeadNode();
do
{