raze/source/core/gamefuncs.h

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#pragma once
#include "gamecontrol.h"
#include "binaryangle.h"
#include "build.h"
#include "coreactor.h"
// breadth first search, this gets used multiple times throughout the engine, mainly for iterating over sectors.
// Only works on indices, this has no knowledge of the actual objects being looked at.
// All objects of this type operate on the same shared store. Interleaved use is not allowed, nested use is fine.
class BFSSearch
{
static inline TArray<unsigned> store;
unsigned bitpos;
unsigned startpos;
unsigned curpos;
public:
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enum { EOL = ~0u };
BFSSearch(unsigned datasize, unsigned startnode)
{
bitpos = store.Size();
unsigned bitsize = (datasize + 31) >> 5;
store.Reserve(bitsize);
memset(&store[bitpos], 0, bitsize*4);
startpos = store.Size();
curpos = startpos;
Set(startnode);
store.Push(startnode);
}
// This allows this object to just work as a bit array
// which is useful for using its shared storage.
BFSSearch(unsigned datasize)
{
bitpos = store.Size();
unsigned bitsize = (datasize + 31) >> 5;
store.Reserve(bitsize);
memset(&store[bitpos], 0, bitsize * 4);
}
~BFSSearch()
{
store.Clamp(bitpos);
}
bool Check(unsigned index) const
{
return !!(store[bitpos + (index >> 5)] & (1 << (index & 31)));
}
void Set(unsigned index)
{
store[bitpos + (index >> 5)] |= (1 << (index & 31));
}
private:
public:
unsigned GetNext()
{
curpos++;
if (curpos <= store.Size())
return store[curpos-1];
else
return ~0;
}
void Rewind()
{
curpos = startpos;
}
void Add(unsigned elem)
{
if (!Check(elem))
{
Set(elem);
store.Push(elem);
}
}
};
class BFSSectorSearch : public BFSSearch
{
public:
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BFSSectorSearch(const sectortype* startnode) : BFSSearch(sector.Size(), sector.IndexOf(startnode))
{
}
bool Check(const sectortype* index) const
{
return BFSSearch::Check(sector.IndexOf(index));
}
void Set(const sectortype* index)
{
BFSSearch::Set(sector.IndexOf(index));
}
sectortype* GetNext()
{
unsigned ret = BFSSearch::GetNext();
return ret == EOL? nullptr : &sector[ret];
}
void Add(sectortype* elem)
{
BFSSearch::Add(sector.IndexOf(elem));
}
};
//==========================================================================
//
// scans all vertices equivalent with a given spot and performs some work on them.
//
//==========================================================================
template<class func>
void vertexscan(walltype* startwall, func mark)
{
BFSSearch walbitmap(wall.Size());
// first pass: scan the the next-in-loop of the partner
auto wal = startwall;
do
{
mark(wal);
walbitmap.Set(wall.IndexOf(wal));
if (wal->nextwall < 0) break;
wal = wal->nextWall()->point2Wall();
} while (!walbitmap.Check(wall.IndexOf(wal)));
// second pass: scan the partner of the previous-in-loop.
wal = startwall;
while (true)
{
auto thelastwall = wal->lastWall();
// thelastwall can be null here if the map is bogus.
if (!thelastwall || !thelastwall->twoSided()) break;
wal = thelastwall->nextWall();
if (walbitmap.Check(wall.IndexOf(wal))) break;
mark(wal);
walbitmap.Set(wall.IndexOf(wal));
}
}
extern int cameradist, cameraclock;
void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);
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bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* pspr, sectortype** psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
int getslopeval(sectortype* sect, int x, int y, int z, int planez);
void setWallSectors();
void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
void GetFlatSpritePosition(DCoreActor* spr, vec2_t pos, vec2_t* out, bool render = false);
void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, int* outz = nullptr, bool render = false);
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void checkRotatedWalls();
bool sectorsConnected(int sect1, int sect2);
void dragpoint(walltype* wal, int newx, int newy);
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
// The render code should NOT use Build coordinates for anything!
inline double RenderX(int x)
{
return x * (1 / 16.);
}
inline double RenderY(int y)
{
return y * (1 / -16.);
}
inline double WallStartX(int wallnum)
{
return wall[wallnum].pos.X * (1 / 16.);
}
inline double WallStartY(int wallnum)
{
return wall[wallnum].pos.Y * (1 / -16.);
}
inline double WallEndX(int wallnum)
{
return wall[wallnum].point2Wall()->pos.X * (1 / 16.);
}
inline double WallEndY(int wallnum)
{
return wall[wallnum].point2Wall()->pos.Y * (1 / -16.);
}
inline double WallStartX(const walltype* wallnum)
{
return wallnum->pos.X * (1 / 16.);
}
inline double WallStartY(const walltype* wallnum)
{
return wallnum->pos.Y * (1 / -16.);
}
inline DVector2 WallStart(const walltype* wallnum)
{
return { WallStartX(wallnum), WallStartY(wallnum) };
}
inline double WallEndX(const walltype* wallnum)
{
return wallnum->point2Wall()->pos.X * (1 / 16.);
}
inline double WallEndY(const walltype* wallnum)
{
return wallnum->point2Wall()->pos.Y * (1 / -16.);
}
inline DVector2 WallEnd(const walltype* wallnum)
{
return { WallEndX(wallnum), WallEndY(wallnum) };
}
inline DVector2 WallDelta(const walltype* wallnum)
{
return WallEnd(wallnum) - WallStart(wallnum);
}
inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
{
return (x - linex) * deltay - (y - liney) * deltax;
}
inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
{
return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X;
}
template<class T>
inline double PointOnLineSide(const TVector2<T>& pos, const TVector2<T>& linestart, const TVector2<T>& lineend)
{
return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X);
}
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extern int numshades;
// Return type is int because this gets passed to variadic functions where structs may produce undefined behavior.
inline int shadeToLight(int shade)
{
shade = clamp(shade, 0, numshades - 1);
int light = Scale(numshades - 1 - shade, 255, numshades - 1);
return PalEntry(255, light, light, light);
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}
inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
{
if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
}
inline void spriteSetSlope(DCoreActor* actor, int heinum)
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{
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
actor->spr.xoffset = heinum & 255;
actor->spr.yoffset = (heinum >> 8) & 255;
actor->spr.cstat = (actor->spr.cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
}
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}
inline int spriteGetSlope(DCoreActor* actor)
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{
return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (uint8_t(actor->spr.yoffset) << 8);
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}
// same stuff, different flag...
inline int tspriteGetSlope(const tspritetype* spr)
{
return !(spr->clipdist & TSPR_SLOPESPRITE) ? 0 : uint8_t(spr->xoffset) + (int8_t(spr->yoffset) << 8);
}
inline int32_t tspriteGetZOfSlope(const tspritetype* tspr, int dax, int day)
{
int heinum = tspriteGetSlope(tspr);
if (heinum == 0) return tspr->pos.Z;
int const j = DMulScale(bsin(tspr->ang + 1024), day - tspr->pos.Y, -bsin(tspr->ang + 512), dax - tspr->pos.X, 4);
return tspr->pos.Z + MulScale(heinum, j, 18);
}
inline int I_GetBuildTime()
{
return I_GetTime(120);
}
inline int32_t getangle(walltype* wal)
{
return getangle(
wal->point2Wall()->pos.X - wal->pos.X,
wal->point2Wall()->pos.Y - wal->pos.Y);
}
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inline TArrayView<walltype> wallsofsector(const sectortype* sec)
{
return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
}
inline TArrayView<walltype> wallsofsector(int sec)
{
return wallsofsector(&sector[sec]);
}
// these are mainly meant as refactoring aids to mark function calls to work on.
inline int wallnum(const walltype* wal)
{
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return wall.IndexOf(wal);
}
inline int sectnum(const sectortype* sect)
{
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return sector.IndexOf(sect);
}
inline double SquareDist(double lx1, double ly1, double lx2, double ly2)
{
double dx = lx2 - lx1;
double dy = ly2 - ly1;
return dx * dx + dy * dy;
}
inline DVector2 NearestPointLine(double px, double py, const walltype* wal)
{
double lx1 = wal->pos.X;
double ly1 = wal->pos.Y;
double lx2 = wal->point2Wall()->pos.X;
double ly2 = wal->point2Wall()->pos.Y;
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
if (wall_length == 0) return { lx1, ly1 };
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
double xx = lx1 + t * (lx2 - lx1);
double yy = ly1 + t * (ly2 - ly1);
return { xx, yy };
}
inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
{
double lx1 = wal->pos.X;
double ly1 = wal->pos.Y;
double lx2 = wal->point2Wall()->pos.X;
double ly2 = wal->point2Wall()->pos.Y;
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
if (wall_length == 0) return SquareDist(px, py, lx1, ly1);
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
t = clamp(t, 0., 1.);
double xx = lx1 + t * (lx2 - lx1);
double yy = ly1 + t * (ly2 - ly1);
if (point) *point = { xx, yy };
return SquareDist(px, py, xx, yy);
}
inline void alignceilslope(sectortype* sect, int x, int y, int z)
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{
sect->setceilingslope(getslopeval(sect, x, y, z, sect->ceilingz));
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}
inline void alignflorslope(sectortype* sect, int x, int y, int z)
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{
sect->setfloorslope(getslopeval(sect, x, y, z, sect->floorz));
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}
inline void updatesectorneighbor(int32_t const x, int32_t const y, sectortype* * const sect, int32_t maxDistance = MAXUPDATESECTORDIST)
{
int sectno = *sect? sector.IndexOf(*sect) : -1;
updatesectorneighbor(x, y, &sectno, maxDistance);
*sect = sectno < 0? nullptr : &sector[sectno];
}