raze/source/core/coreactor.h

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#pragma once
#include <stdint.h>
#include "build.h"
#include "iterators.h"
#include "serializer.h"
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class DCoreActor
{
// common part of the game actors
protected:
int index;
public:
spritetype& s() const
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{
return sprite[index];
}
int GetIndex() const
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{
// For error printing only! This is only identical with the sprite index for items spawned at map start.
return s().time;
}
int GetSpriteIndex() const
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{
// this is only here to mark places that need changing later! It will be removed once the sprite array goes.
return index;
}
sectortype* sector() const
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{
return s().sector();
}
bool insector() const
{
return s().insector();
}
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};
// holds pointers to the game-side actors.
inline DCoreActor* actorArray[16384];
extern TArray<sectortype> sector;
extern TArray<walltype> wall;
// Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did.
// Gonna be fun to globally replace these to finally lift the limit this imposes on map size.
// Names taken from DukeGDX
enum EHitBits
{
kHitNone = 0,
kHitTypeHitscan = 1, // hitscan results are not exclusive
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kHitTypeMask = 0xC000,
kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit
kHitIndexMask = 0x3FFF,
kHitSector = 0x4000,
kHitWall = 0x8000,
kHitSprite = 0xC000,
kHitVoid = 0x10000, // SW only
};
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DCoreActor*& w, DCoreActor** def)
{
int index = w ? w->GetSpriteIndex() : -1;
Serialize(arc, keyname, index, nullptr);
if (arc.isReading()) w = index == -1 ? nullptr : actorArray[index];
return arc;
}
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// This serves as input/output for all functions dealing with collisions, hits, etc.
// Not all utilities use all variables.
struct HitInfoBase
{
int type;
vec3_t hitpos;
sectortype* hitSector;
walltype* hitWall;
DCoreActor* hitActor;
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HitInfoBase() = default;
explicit HitInfoBase(int legacyval) { setFromEngine(legacyval); }
void invalidate()
{
*this = {};
type = -1; // something invalid that's not a valid hit type.
}
int setNone()
{
*this = {};
return kHitNone;
}
int setSector(int num)
{
*this = {};
type = kHitSector;
hitSector = &sector[num];
return kHitSector;
}
int setWall(int num)
{
*this = {};
type = kHitWall;
hitWall = &wall[num];
return kHitWall;
}
int setSprite(int num)
{
*this = {};
type = kHitSprite;
hitActor = actorArray[num];
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return kHitSprite;
}
int setSprite(DCoreActor* num)
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{
*this = {};
type = kHitSprite;
hitActor = num;
return kHitSprite;
}
int setVoid()
{
*this = {};
type = kHitVoid;
return kHitVoid;
}
// this hack job needs to go. We still need it for the time being.
int setFromEngine(int value)
{
type = value & kHitTypeMaskSW;
if (type == kHitSector) setSector(value & kHitIndexMask);
else if (type == kHitWall) setWall(value & kHitIndexMask);
else if (type == kHitSprite) setSprite(value & kHitIndexMask);
else setNone();
return type;
}
void clearObj()
{
hitSector = nullptr;
hitWall = nullptr;
hitActor = nullptr;
}
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};
// Iterator wrappers that return an actor pointer, not an index.
template<class TActor>
class TStatIterator : public StatIterator
{
public:
TStatIterator(int stat) : StatIterator(stat)
{
}
TActor* Next()
{
int n = NextIndex();
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
}
TActor* Peek()
{
int n = PeekIndex();
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
}
};
template<class TActor>
class TSectIterator : public SectIterator
{
public:
TSectIterator(int stat) : SectIterator(stat)
{
}
TSectIterator(sectortype* stat) : SectIterator(stat)
{
}
TActor* Next()
{
int n = NextIndex();
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
}
TActor* Peek()
{
int n = PeekIndex();
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
}
};
// An iterator to iterate over all sprites.
template<class TActor>
class TSpriteIterator
{
TStatIterator<TActor> it;
int stat = 0;
public:
TSpriteIterator() : it(0) {}
TActor* Next()
{
while (stat < MAXSTATUS)
{
auto ac = it.Next();
if (ac) return ac;
stat++;
if (stat < MAXSTATUS) it.Reset(stat);
}
return nullptr;
}
};
// For iterating linearly over map spawned sprites. Will later only be valid on map load
template<class TActor>
class TLinearSpriteIterator
{
int index = 0;
public:
void Reset()
{
index = 0;
}
TActor* Next()
{
while (index < MAXSPRITES)
{
auto p = static_cast<TActor*>(actorArray[index++]);
if (p->s().statnum != MAXSTATUS) return p;
}
return nullptr;
}
};
[[deprecated]]
inline int hitscan(const vec3_t* sv, int sectnum, int vx, int vy, int vz, hitdata_t* hitinfo, unsigned cliptype)
{
return hitscan_(sv, sectnum, vx, vy, vz, hitinfo, cliptype);
}
[[deprecated]]
inline int hitscan(int x, int y, int z, int sectnum, int vx, int vy, int vz,
short* hitsect, short* hitwall, short* hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
{
vec3_t v{ x,y,z };
hitdata_t hd{};
int res = hitscan_(&v, sectnum, vx, vy, vz, &hd, cliptype);
if (hitsect) *hitsect = hd.sect;
if (hitwall) *hitwall = hd.wall;
if (hitspr) *hitspr = hd.sprite;
*hitx = hd.pos.x;
*hity = hd.pos.y;
*hitz = hd.pos.z;
return res;
}
inline int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& direction, HitInfoBase& hitinfo, unsigned cliptype)
{
hitdata_t hd{};
hd.pos.z = hitinfo.hitpos.z; // this can pass through unaltered.
int res = hitscan_(&start, sector.IndexOf(startsect), direction.x, direction.y, direction.z, &hd, cliptype);
hitinfo.hitpos = hd.pos;
hitinfo.hitSector = hd.sect == -1? nullptr : &sector[hd.sect];
hitinfo.hitWall = hd.wall == -1? nullptr : &wall[hd.wall];
hitinfo.hitActor = hd.sprite == -1? nullptr : actorArray[hd.sprite];
hitinfo.type = kHitTypeHitscan;
return res;
}