- pass a vector to GetClosestSpriteSectors

This commit is contained in:
Christoph Oelckers 2022-08-22 18:20:16 +02:00
parent 64cf9a4ec6
commit 9460239417
6 changed files with 11 additions and 8 deletions

View file

@ -2643,7 +2643,7 @@ void actRadiusDamage(DBloodActor* source, const DVector3& pos, sectortype* pSect
int x = pos.X * worldtoint, y = pos.Y * worldtoint, z = pos.Z * worldtoint; int x = pos.X * worldtoint, y = pos.Y * worldtoint, z = pos.Z * worldtoint;
auto pOwner = source->GetOwner(); auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod); auto sectorMap = GetClosestSpriteSectors(pSector, pos.XY(), nDist, nullptr, newSectCheckMethod);
nDist <<= 4; nDist <<= 4;
if (flags & 2) if (flags & 2)
{ {
@ -5801,7 +5801,7 @@ static void actCheckExplosion()
// so only allow this new checking method for dude spawned explosions // so only allow this new checking method for dude spawned explosions
affectedXWalls.Clear(); affectedXWalls.Clear();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, radius, &affectedXWalls, newSectCheckMethod); auto sectorMap = GetClosestSpriteSectors(pSector, apos.XY(), radius, &affectedXWalls, newSectCheckMethod);
for (auto pWall : affectedXWalls) for (auto pWall : affectedXWalls)
{ {

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@ -1582,7 +1582,7 @@ void aiLookForTarget(DBloodActor* actor)
if (actor->xspr.state) if (actor->xspr.state)
{ {
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(actor->sector(), actor->int_pos().X, actor->int_pos().Y, 400, nullptr, newSectCheckMethod); GetClosestSpriteSectors(actor->sector(), actor->spr.pos.XY(), 400, nullptr, newSectCheckMethod);
BloodStatIterator it(kStatDude); BloodStatIterator it(kStatDude);
while (DBloodActor* actor2 = it.Next()) while (DBloodActor* actor2 = it.Next())

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@ -90,7 +90,7 @@ void StompSeqCallback(int, DBloodActor* actor)
int v1c = 5 + 2 * gGameOptions.nDifficulty; int v1c = 5 + 2 * gGameOptions.nDifficulty;
int v10 = 25 + 30 * gGameOptions.nDifficulty; int v10 = 25 + 30 * gGameOptions.nDifficulty;
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, vc, nullptr, newSectCheckMethod); auto sectorMap = GetClosestSpriteSectors(pSector, actor->spr.pos.XY(), vc, nullptr, newSectCheckMethod);
int hit = HitScan(actor, actor->int_pos().Z, angx, angy, 0, CLIPMASK1, 0); int hit = HitScan(actor, actor->int_pos().Z, angx, angy, 0, CLIPMASK1, 0);
DBloodActor* actorh = nullptr; DBloodActor* actorh = nullptr;
actHitcodeToData(hit, &gHitInfo, &actorh); actHitcodeToData(hit, &gHitInfo, &actorh);

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@ -762,8 +762,10 @@ void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd,
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod) BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod)
{ {
int x = pos.X * worldtoint;
int y = pos.Y * worldtoint;
// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example... // by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road // E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
// E1M2: throwing TNT at the double doors while standing on the train platform // E1M2: throwing TNT at the double doors while standing on the train platform
@ -792,7 +794,7 @@ BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, T
} }
else // new method using proper math and no bad shortcut. else // new method using proper math and no bad shortcut.
{ {
double dist1 = SquareDistToWall(x * inttoworld, y * inttoworld, &wal); double dist1 = SquareDistToWall(pos.X, pos.Y, &wal);
withinRange = dist1 <= nDist4sq; withinRange = dist1 <= nDist4sq;
} }
if (withinRange) // if new sector is within range, add it to the processing queue if (withinRange) // if new sector is within range, add it to the processing queue

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@ -54,7 +54,7 @@ inline void ClipMove(DVector3& pos, sectortype** pSector, int xv, int yv, int wd
ClipMove(ipos, pSector, xv, yv, wd, cd, fd, nMask, hit, tracecount); ClipMove(ipos, pSector, xv, yv, wd, cd, fd, nMask, hit, tracecount);
pos = { ipos.X * inttoworld, ipos.Y * inttoworld, ipos.Z * zinttoworld }; pos = { ipos.X * inttoworld, ipos.Y * inttoworld, ipos.Z * zinttoworld };
} }
BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false); BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
int picWidth(int nPic, int repeat); int picWidth(int nPic, int repeat);
int picHeight(int nPic, int repeat); int picHeight(int nPic, int repeat);

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@ -2992,6 +2992,7 @@ void WeaponProcess(PLAYER* pPlayer) {
void teslaHit(DBloodActor* missileactor, int a2) void teslaHit(DBloodActor* missileactor, int a2)
{ {
auto mpos = missileactor->spr.pos;
int x = missileactor->int_pos().X; int x = missileactor->int_pos().X;
int y = missileactor->int_pos().Y; int y = missileactor->int_pos().Y;
int z = missileactor->int_pos().Z; int z = missileactor->int_pos().Z;
@ -2999,7 +3000,7 @@ void teslaHit(DBloodActor* missileactor, int a2)
auto pSector = missileactor->sector(); auto pSector = missileactor->sector();
auto owneractor = missileactor->GetOwner(); auto owneractor = missileactor->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod); auto sectorMap = GetClosestSpriteSectors(pSector, mpos.XY(), nDist, nullptr, newSectCheckMethod);
bool v4 = true; bool v4 = true;
DBloodActor* actor = nullptr; DBloodActor* actor = nullptr;
actHitcodeToData(a2, &gHitInfo, &actor); actHitcodeToData(a2, &gHitInfo, &actor);