// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // Ken Silverman's official web site: "http://www.advsys.net/ken" // See the included license file "BUILDLIC.TXT" for license info. // // This file has been modified from Ken Silverman's original release // by Jonathon Fowler (jf@jonof.id.au) // by the EDuke32 team (development@voidpoint.com) #include "build.h" #include "clip.h" #include "engine_priv.h" #include "printf.h" #include "gamefuncs.h" #include "coreactor.h" enum { MAXCLIPDIST = 1024 }; static int clipnum; static linetype clipit[MAXCLIPNUM]; static int32_t clipsectnum, origclipsectnum, clipspritenum; int clipsectorlist[MAXCLIPSECTORS]; static int origclipsectorlist[MAXCLIPSECTORS]; static CollisionBase clipobjectval[MAXCLIPNUM]; static uint8_t clipignore[(MAXCLIPNUM+7)>>3]; static int32_t rxi[8], ryi[8]; BitArray clipsectormap; int32_t quickloadboard=0; vec2_t hitscangoal = { (1<<29)-1, (1<<29)-1 }; int32_t hitallsprites = 0; ////////// CLIPMOVE ////////// inline char bitmap_test(uint8_t const* const ptr, int const n) { return ptr[n >> 3] & (1 << (n & 7)); } // x1, y1: in/out // rest x/y: out template static inline void get_wallspr_points(T const * const spr, int32_t *x1, int32_t *x2, int32_t *y1, int32_t *y2) { //These lines get the 2 points of the rotated sprite //Given: (x1, y1) starts out as the center point const int32_t tilenum=spr->picnum, ang=spr->ang; const int32_t xrepeat = spr->xrepeat; int32_t xoff = tileLeftOffset(tilenum) + spr->xoffset; int32_t k, l, dax, day; if (spr->cstat & CSTAT_SPRITE_XFLIP) xoff = -xoff; dax = bsin(ang) * xrepeat; day = -bcos(ang) * xrepeat; l = tileWidth(tilenum); k = (l>>1)+xoff; *x1 -= MulScale(dax,k, 16); *x2 = *x1 + MulScale(dax,l, 16); *y1 -= MulScale(day,k, 16); *y2 = *y1 + MulScale(day,l, 16); } // x1, y1: in/out // rest x/y: out static inline void get_floorspr_points(spritetype const * const spr, int32_t px, int32_t py, int32_t *x1, int32_t *x2, int32_t *x3, int32_t *x4, int32_t *y1, int32_t *y2, int32_t *y3, int32_t *y4, int heinum = 0) { const int32_t tilenum = spr->picnum; const int32_t cosang = bcos(spr->ang); const int32_t sinang = bsin(spr->ang); vec2_t const span = { tileWidth(tilenum), tileHeight(tilenum)}; vec2_t const repeat = { spr->xrepeat, spr->yrepeat }; vec2_t adjofs = { tileLeftOffset(tilenum) + spr->xoffset, tileTopOffset(tilenum) + spr->yoffset }; int32_t const ratio = ksqrt(heinum * heinum + 4096 * 4096); if (spr->cstat & CSTAT_SPRITE_XFLIP) adjofs.X = -adjofs.X; if (spr->cstat & CSTAT_SPRITE_YFLIP) adjofs.y = -adjofs.y; vec2_t const center = { ((span.X >> 1) + adjofs.X) * repeat.X, ((span.y >> 1) + adjofs.y) * repeat.y }; vec2_t const rspan = { span.X * repeat.X, span.y * repeat.y }; vec2_t const ofs = { -DivScale(MulScale(cosang, rspan.y, 16), ratio, 12), -DivScale(MulScale(sinang, rspan.y, 16), ratio, 12) }; vec2_t const cossinslope = { DivScale(cosang, ratio, 12), DivScale(sinang, ratio, 12) }; *x1 += DMulScale(sinang, center.X, cossinslope.X, center.y, 16) - px; *y1 += DMulScale(cossinslope.y, center.y, -cosang, center.X, 16) - py; *x2 = *x1 - MulScale(sinang, rspan.X, 16); *y2 = *y1 + MulScale(cosang, rspan.X, 16); *x3 = *x2 + ofs.X, *x4 = *x1 + ofs.X; *y3 = *y2 + ofs.y, *y4 = *y1 + ofs.y; } // // clipinsidebox // int clipinsidebox(vec2_t *vect, int wallnum, int walldist) { int const r = walldist << 1; auto const wal1 = (uwallptr_t)&wall[wallnum]; auto const wal2 = (uwallptr_t)wal1->point2Wall(); vec2_t const v1 = { wal1->x + walldist - vect->X, wal1->y + walldist - vect->y }; vec2_t v2 = { wal2->x + walldist - vect->X, wal2->y + walldist - vect->y }; if (((v1.X < 0) && (v2.X < 0)) || ((v1.y < 0) && (v2.y < 0)) || ((v1.X >= r) && (v2.X >= r)) || ((v1.y >= r) && (v2.y >= r))) return 0; v2.X -= v1.X; v2.y -= v1.y; if (v2.X * (walldist - v1.y) >= v2.y * (walldist - v1.X)) // Front { v2.X *= ((v2.X > 0) ? (0 - v1.y) : (r - v1.y)); v2.y *= ((v2.y > 0) ? (r - v1.X) : (0 - v1.X)); return v2.X < v2.y; } v2.X *= ((v2.X > 0) ? (r - v1.y) : (0 - v1.y)); v2.y *= ((v2.y > 0) ? (0 - v1.X) : (r - v1.X)); return (v2.X >= v2.y) << 1; } static int32_t spriteGetZOfSlope(const spritetype* spr, int32_t dax, int32_t day) { int16_t const heinum = spriteGetSlope(spr); if (heinum == 0) return spr->z; int const j = DMulScale(bsin(spr->ang + 1024), day - spr->y, -bsin(spr->ang + 512), dax - spr->x, 4); return spr->z + MulScale(heinum, j, 18); } // // clipinsideboxline // int clipinsideboxline(int x, int y, int x1, int y1, int x2, int y2, int walldist) { int const r = walldist << 1; x1 += walldist - x; x2 += walldist - x; if (((x1 < 0) && (x2 < 0)) || ((x1 >= r) && (x2 >= r))) return 0; y1 += walldist - y; y2 += walldist - y; if (((y1 < 0) && (y2 < 0)) || ((y1 >= r) && (y2 >= r))) return 0; x2 -= x1; y2 -= y1; if (x2 * (walldist - y1) >= y2 * (walldist - x1)) // Front { x2 *= ((x2 > 0) ? (0 - y1) : (r - y1)); y2 *= ((y2 > 0) ? (r - x1) : (0 - x1)); return x2 < y2; } x2 *= ((x2 > 0) ? (r - y1) : (0 - y1)); y2 *= ((y2 > 0) ? (0 - x1) : (r - x1)); return (x2 >= y2) << 1; } static int32_t clipmove_warned; static inline void addclipsect(int const sectnum) { if (clipsectnum < MAXCLIPSECTORS) { clipsectormap.Set(sectnum); clipsectorlist[clipsectnum++] = sectnum; } else clipmove_warned |= 1; } static void addclipline(int32_t dax1, int32_t day1, int32_t dax2, int32_t day2, const CollisionBase& daoval, int nofix) { if (clipnum >= MAXCLIPNUM) { clipmove_warned |= 2; return; } clipit[clipnum].x1 = dax1; clipit[clipnum].y1 = day1; clipit[clipnum].x2 = dax2; clipit[clipnum].y2 = day2; clipobjectval[clipnum] = daoval; uint32_t const mask = (1 << (clipnum&7)); uint8_t &value = clipignore[clipnum>>3]; value = (value & ~mask) | (-nofix & mask); clipnum++; } inline void clipmove_tweak_pos(const vec3_t *pos, int32_t gx, int32_t gy, int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *daxptr, int32_t *dayptr) { int32_t daz; if (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829 || rintersect(pos->x, pos->y, 0, gx, gy, 0, x1, y1, x2, y2, daxptr, dayptr, &daz) == -1) { *daxptr = pos->x; *dayptr = pos->y; } } // Returns: should clip? static int cliptestsector(int const dasect, int const nextsect, int32_t const flordist, int32_t const ceildist, vec2_t const pos, int32_t const posz) { assert(validSectorIndex(dasect) && validSectorIndex(nextsect)); auto const sec2 = (usectorptr_t)§or[nextsect]; switch (enginecompatibility_mode) { case ENGINECOMPATIBILITY_NONE: break; default: { int32_t daz = getflorzofslopeptr(§or[dasect], pos.X, pos.y); int32_t daz2 = getflorzofslopeptr(sec2, pos.X, pos.y); if (daz2 < daz-(1<<8) && (sec2->floorstat & CSTAT_SECTOR_SKY) == 0) if (posz >= daz2-(flordist-1)) return 1; daz = getceilzofslopeptr(§or[dasect], pos.X, pos.y); daz2 = getceilzofslopeptr(sec2, pos.X, pos.y); if (daz2 > daz+(1<<8) && (sec2->ceilingstat & CSTAT_SECTOR_SKY) == 0) if (posz <= daz2+(ceildist-1)) return 1; return 0; } } int32_t daz2 = sec2->floorz; int32_t dacz2 = sec2->ceilingz; if ((sec2->floorstat|sec2->ceilingstat) & CSTAT_SECTOR_SLOPE) getcorrectzsofslope(nextsect, pos.X, pos.y, &dacz2, &daz2); if (daz2 <= dacz2) return 1; auto const sec = (usectorptr_t)§or[dasect]; int32_t daz = sec->floorz; int32_t dacz = sec->ceilingz; if ((sec->floorstat|sec->ceilingstat) & CSTAT_SECTOR_SLOPE) getcorrectzsofslope(dasect, pos.X, pos.y, &dacz, &daz); int32_t const sec2height = abs(daz2-dacz2); return ((abs(daz-dacz) > sec2height && // clip if the current sector is taller and the next is too small sec2height < (ceildist+(CLIPCURBHEIGHT<<1))) || ((sec2->floorstat & CSTAT_SECTOR_SKY) == 0 && // parallaxed floor curbs don't clip posz >= daz2-(flordist-1) && // also account for desired z distance tolerance daz2 < daz-CLIPCURBHEIGHT) || // curbs less tall than 256 z units don't clip ((sec2->ceilingstat & CSTAT_SECTOR_SKY) == 0 && posz <= dacz2+(ceildist-1) && dacz2 > dacz+CLIPCURBHEIGHT)); // ceilings check the same conditions ^^^^^ } // // raytrace (internal) // static inline int32_t cliptrace(vec2_t const pos, vec2_t * const goal) { int32_t hitwall = -1; for (int z=clipnum-1; z>=0; z--) { vec2_t const p1 = { clipit[z].x1, clipit[z].y1 }; vec2_t const p2 = { clipit[z].x2, clipit[z].y2 }; vec2_t const area = { p2.X-p1.X, p2.y-p1.y }; int32_t topu = area.X*(pos.y-p1.y) - (pos.X-p1.X)*area.y; if (topu <= 0 || area.X*(goal->y-p1.y) > (goal->X-p1.X)*area.y) continue; vec2_t const diff = { goal->X-pos.X, goal->y-pos.y }; if (diff.X*(p1.y-pos.y) > (p1.X-pos.X)*diff.y || diff.X*(p2.y-pos.y) <= (p2.X-pos.X)*diff.y) continue; int32_t const bot = diff.X*area.y - area.X*diff.y; int cnt = 256; if (!bot) continue; vec2_t n; do { if (--cnt < 0) { *goal = pos; return z; } n = { pos.X+Scale(diff.X, topu, bot), pos.y+Scale(diff.y, topu, bot) }; topu--; } while (area.X*(n.y-p1.y) <= (n.X-p1.X)*area.y); if (abs(pos.X-n.X)+abs(pos.y-n.y) < abs(pos.X-goal->X)+abs(pos.y-goal->y)) { *goal = n; hitwall = z; } } return hitwall; } // // keepaway (internal) // static inline void keepaway(int32_t *x, int32_t *y, int32_t w) { const int32_t x1 = clipit[w].x1, dx = clipit[w].x2-x1; const int32_t y1 = clipit[w].y1, dy = clipit[w].y2-y1; const int32_t ox = Sgn(-dy), oy = Sgn(dx); char first = (abs(dx) <= abs(dy)); do { if (dx*(*y-y1) > (*x-x1)*dy) return; if (first == 0) *x += ox; else *y += oy; first ^= 1; } while (1); } static int get_floorspr_clipyou(vec2_t const v1, vec2_t const v2, vec2_t const v3, vec2_t const v4) { int clipyou = 0; if ((v1.y^v2.y) < 0) { if ((v1.X^v2.X) < 0) clipyou ^= (v1.X*v2.y < v2.X*v1.y)^(v1.y= 0) clipyou ^= 1; } if ((v2.y^v3.y) < 0) { if ((v2.X^v3.X) < 0) clipyou ^= (v2.X*v3.y < v3.X*v2.y)^(v2.y= 0) clipyou ^= 1; } if ((v3.y^v4.y) < 0) { if ((v3.X^v4.X) < 0) clipyou ^= (v3.X*v4.y < v4.X*v3.y)^(v3.y= 0) clipyou ^= 1; } if ((v4.y^v1.y) < 0) { if ((v4.X^v1.X) < 0) clipyou ^= (v4.X*v1.y < v1.X*v4.y)^(v4.y= 0) clipyou ^= 1; } return clipyou; } static void clipupdatesector(vec2_t const pos, int * const sectnum, int walldist) { #if 0 if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE) { updatesector(pos.x, pos.y, sectnum); return; } #endif if (inside_p(pos.X, pos.y, *sectnum)) return; int16_t nsecs = min(getsectordist(pos, *sectnum), INT16_MAX); if (nsecs > (walldist + 8)) { Printf("%s(): initial position (%d, %d) not within initial sector %d; shortest distance %d.\n", __func__, pos.X, pos.y, *sectnum, nsecs); walldist = 0x7fff; } { BFSSearch search(sector.Size(), *sectnum); for (unsigned listsectnum; (listsectnum = search.GetNext()) != BFSSearch::EOL;) { if (inside_p(pos.X, pos.y, listsectnum)) { *sectnum = listsectnum; return; } for (auto& wal : wallsofsector(listsectnum)) { if (wal.nextsector >= 0 && clipsectormap[wal.nextsector]) search.Add(wal.nextsector); } } } { BFSSearch search(sector.Size(), *sectnum); for (unsigned listsectnum; (listsectnum = search.GetNext()) != BFSSearch::EOL;) { if (inside_p(pos.X, pos.y, listsectnum)) { *sectnum = listsectnum; return; } for (auto& wal : wallsofsector(listsectnum)) { if (wal.nextsector >= 0 && getwalldist(pos, wallnum(&wal)) <= (walldist + 8)) search.Add(wal.nextsector); } } } *sectnum = -1; } // // clipmove // CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, int32_t yvect, int32_t const walldist, int32_t const ceildist, int32_t const flordist, uint32_t const cliptype, int clipmoveboxtracenum) { CollisionBase b{}; if ((xvect|yvect) == 0 || *sectnum < 0) return b; DCoreActor* curspr=NULL; // non-NULL when handling sprite with sector-like clipping int const initialsectnum = *sectnum; int32_t const dawalclipmask = (cliptype & 65535); // CLIPMASK0 = 0x00010001 (in desperate need of getting fixed!) int32_t const dasprclipmask = (cliptype >> 16); // CLIPMASK1 = 0x01000040 vec2_t const move = { xvect, yvect }; vec2_t goal = { pos->x + (xvect >> 14), pos->y + (yvect >> 14) }; vec2_t const cent = { (pos->x + goal.X) >> 1, (pos->y + goal.y) >> 1 }; //Extra walldist for sprites on sector lines vec2_t const diff = { goal.X - (pos->x), goal.y - (pos->y) }; int32_t const rad = ksqrt(compat_maybe_truncate_to_int32(uhypsq(diff.X, diff.y))) + MAXCLIPDIST + walldist + 8; vec2_t const clipMin = { cent.X - rad, cent.y - rad }; vec2_t const clipMax = { cent.X + rad, cent.y + rad }; int clipsectcnt = 0; int clipspritecnt = 0; clipsectorlist[0] = *sectnum; clipsectnum = 1; clipnum = 0; clipspritenum = 0; clipmove_warned = 0; clipsectormap.Zero(); clipsectormap.Set(*sectnum); do { int const dasect = clipsectorlist[clipsectcnt++]; //if (curspr) // Printf("sprite %d/%d: sect %d/%d (%d)\n", clipspritecnt,clipspritenum, clipsectcnt,clipsectnum,dasect); ////////// Walls ////////// auto const sec = (usectorptr_t)§or[dasect]; int const startwall = sec->wallptr; int const endwall = startwall + sec->wallnum; auto wal = (uwallptr_t)&wall[startwall]; for (int j=startwall; jpoint2Wall(); if ((wal->x < clipMin.X && wal2->x < clipMin.X) || (wal->x > clipMax.X && wal2->x > clipMax.X) || (wal->y < clipMin.y && wal2->y < clipMin.y) || (wal->y > clipMax.y && wal2->y > clipMax.y)) continue; vec2_t p1 = wal->pos; vec2_t p2 = wal2->pos; vec2_t d = { p2.X-p1.X, p2.y-p1.y }; if (d.X * (pos->y-p1.y) < (pos->x-p1.X) * d.y) continue; //If wall's not facing you vec2_t const r = { (d.y > 0) ? clipMax.X : clipMin.X, (d.X > 0) ? clipMin.y : clipMax.y }; vec2_t v = { d.X * (r.y - p1.y), d.y * (r.X - p1.X) }; if (v.X >= v.y) continue; int clipyou = 0; if (wal->nextsector < 0 || (wal->cstat & EWallFlags::FromInt(dawalclipmask))) { clipyou = 1; } else { clipmove_tweak_pos(pos, diff.X, diff.y, p1.X, p1.y, p2.X, p2.y, &v.X, &v.y); clipyou = cliptestsector(dasect, wal->nextsector, flordist, ceildist, v, pos->z); } // We're not interested in any sector reached by portal traversal that we're "inside" of. if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && !curspr && dasect != initialsectnum && inside(pos->x, pos->y, sec) == 1) { int k; for (k=startwall; k 0) v.X = -v.X; v.y = walldist; if (d.X < 0) v.y = -v.y; if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && d.X * (pos->y-p1.y-v.y) < (pos->x-p1.X-v.X) * d.y) v.X >>= 1, v.y >>= 1; addclipline(p1.X+v.X, p1.y+v.y, p2.X+v.X, p2.y+v.y, objtype, false); } else if (wal->nextsector>=0) { if (!clipsectormap[wal->nextsector]) addclipsect(wal->nextsector); } } if (clipmove_warned & 1) Printf("clipsectnum >= MAXCLIPSECTORS!\n"); if (clipmove_warned & 2) Printf("clipnum >= MAXCLIPNUM!\n"); ////////// Sprites ////////// if (dasprclipmask==0) continue; TSectIterator it(dasect); while (auto actor = it.Next()) { auto const spr = &actor->s(); const int32_t cstat = spr->cstat; if ((cstat&dasprclipmask) == 0) continue; auto p1 = spr->pos.vec2; CollisionBase obj; obj.setSprite(actor); switch (cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) { case CSTAT_SPRITE_ALIGNMENT_FACING: if (p1.X >= clipMin.X && p1.X <= clipMax.X && p1.y >= clipMin.y && p1.y <= clipMax.y) { int32_t height, daz = spr->z+spriteheightofsptr(spr, &height, 1); if (pos->z > daz-height-flordist && pos->z < daz+ceildist) { int32_t bsz = (spr->clipdist << 2)+walldist; if (diff.X < 0) bsz = -bsz; addclipline(p1.X-bsz, p1.y-bsz, p1.X-bsz, p1.y+bsz, obj, false); bsz = (spr->clipdist << 2)+walldist; if (diff.y < 0) bsz = -bsz; addclipline(p1.X+bsz, p1.y-bsz, p1.X-bsz, p1.y-bsz, obj, false); } } break; case CSTAT_SPRITE_ALIGNMENT_WALL: { int32_t height, daz = spr->z+spriteheightofsptr(spr, &height, 1); if (pos->z > daz-height-flordist && pos->z < daz+ceildist) { vec2_t p2; get_wallspr_points(spr, &p1.X, &p2.X, &p1.y, &p2.y); if (clipinsideboxline(cent.X, cent.y, p1.X, p1.y, p2.X, p2.y, rad) != 0) { vec2_t v = { MulScale(bcos(spr->ang + 256), walldist, 14), MulScale(bsin(spr->ang + 256), walldist, 14) }; if ((p1.X-pos->x) * (p2.y-pos->y) >= (p2.X-pos->x) * (p1.y-pos->y)) // Front addclipline(p1.X+v.X, p1.y+v.y, p2.X+v.y, p2.y-v.X, obj, false); else { if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) continue; addclipline(p2.X-v.X, p2.y-v.y, p1.X-v.y, p1.y+v.X, obj, false); } //Side blocker if ((p2.X-p1.X) * (pos->x-p1.X)+(p2.y-p1.y) * (pos->y-p1.y) < 0) addclipline(p1.X-v.y, p1.y+v.X, p1.X+v.X, p1.y+v.y, obj, true); else if ((p1.X-p2.X) * (pos->x-p2.X)+(p1.y-p2.y) * (pos->y-p2.y) < 0) addclipline(p2.X+v.y, p2.y-v.X, p2.X-v.X, p2.y-v.y, obj, true); } } break; } case CSTAT_SPRITE_ALIGNMENT_FLOOR: case CSTAT_SPRITE_ALIGNMENT_SLOPE: { int heinum, sz; if ((cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) == CSTAT_SPRITE_ALIGNMENT_SLOPE) { heinum = spriteGetSlope(spr); sz = spriteGetZOfSlope(spr, pos->x, pos->y); } else { heinum = 0; sz = spr->z; } if (pos->z > sz - flordist && pos->z < sz + ceildist) { if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) if ((pos->z > sz) == ((cstat & CSTAT_SPRITE_YFLIP)==0)) continue; rxi[0] = p1.X; ryi[0] = p1.y; get_floorspr_points(spr, 0, 0, &rxi[0], &rxi[1], &rxi[2], &rxi[3], &ryi[0], &ryi[1], &ryi[2], &ryi[3], heinum); vec2_t v = { MulScale(bcos(spr->ang - 256), walldist, 14), MulScale(bsin(spr->ang - 256), walldist, 14) }; if ((rxi[0]-pos->x) * (ryi[1]-pos->y) < (rxi[1]-pos->x) * (ryi[0]-pos->y)) { if (clipinsideboxline(cent.X, cent.y, rxi[1], ryi[1], rxi[0], ryi[0], rad) != 0) addclipline(rxi[1]-v.y, ryi[1]+v.X, rxi[0]+v.X, ryi[0]+v.y, obj, false); } else if ((rxi[2]-pos->x) * (ryi[3]-pos->y) < (rxi[3]-pos->x) * (ryi[2]-pos->y)) { if (clipinsideboxline(cent.X, cent.y, rxi[3], ryi[3], rxi[2], ryi[2], rad) != 0) addclipline(rxi[3]+v.y, ryi[3]-v.X, rxi[2]-v.X, ryi[2]-v.y, obj, false); } if ((rxi[1]-pos->x) * (ryi[2]-pos->y) < (rxi[2]-pos->x) * (ryi[1]-pos->y)) { if (clipinsideboxline(cent.X, cent.y, rxi[2], ryi[2], rxi[1], ryi[1], rad) != 0) addclipline(rxi[2]-v.X, ryi[2]-v.y, rxi[1]-v.y, ryi[1]+v.X, obj, false); } else if ((rxi[3]-pos->x) * (ryi[0]-pos->y) < (rxi[0]-pos->x) * (ryi[3]-pos->y)) { if (clipinsideboxline(cent.X, cent.y, rxi[0], ryi[0], rxi[3], ryi[3], rad) != 0) addclipline(rxi[0]+v.X, ryi[0]+v.y, rxi[3]+v.y, ryi[3]-v.X, obj, false); } } if (heinum == 0) continue; // the rest is for slope sprites only. const int32_t tilenum = spr->picnum; const int32_t cosang = bcos(spr->ang); const int32_t sinang = bsin(spr->ang); vec2_t const span = { tileWidth(tilenum), tileHeight(tilenum) }; vec2_t const repeat = { spr->xrepeat, spr->yrepeat }; vec2_t adjofs = { tileLeftOffset(tilenum), tileTopOffset(tilenum) }; if (spr->cstat & CSTAT_SPRITE_XFLIP) adjofs.X = -adjofs.X; if (spr->cstat & CSTAT_SPRITE_YFLIP) adjofs.y = -adjofs.y; int32_t const centerx = ((span.X >> 1) + adjofs.X) * repeat.X; int32_t const centery = ((span.y >> 1) + adjofs.y) * repeat.y; int32_t const rspanx = span.X * repeat.X; int32_t const rspany = span.y * repeat.y; int32_t const ratio = ksqrt(heinum * heinum + 4096 * 4096); int32_t zz[3] = { pos->z, pos->z + flordist, pos->z - ceildist }; for (int k = 0; k < 3; k++) { int32_t jj = DivScale(spr->z - zz[k], heinum, 18); int32_t jj2 = MulScale(jj, ratio, 12); if (jj2 > (centery << 8) || jj2 < ((centery - rspany) << 8)) continue; int32_t x1 = spr->x + MulScale(sinang, centerx, 16) + MulScale(jj, cosang, 24); int32_t y1 = spr->y - MulScale(cosang, centerx, 16) + MulScale(jj, sinang, 24); int32_t x2 = x1 - MulScale(sinang, rspanx, 16); int32_t y2 = y1 + MulScale(cosang, rspanx, 16); vec2_t const v = { MulScale(bcos(spr->ang - 256), walldist, 14), MulScale(bsin(spr->ang - 256), walldist, 14) }; if (clipinsideboxline(cent.X, cent.y, x1, y1, x2, y2, rad) != 0) { if ((x1 - pos->x) * (y2 - pos->y) >= (x2 - pos->x) * (y1 - pos->y)) { addclipline(x1 + v.X, y1 + v.y, x2 + v.y, y2 - v.X, obj, false); } else { if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) continue; addclipline(x2 - v.X, y2 - v.y, x1 - v.y, y1 + v.X, obj, false); } } } break; } } } } while (clipsectcnt < clipsectnum || clipspritecnt < clipspritenum); int32_t hitwalls[4], hitwall; CollisionBase clipReturn{}; int cnt = clipmoveboxtracenum; do { if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && (xvect|yvect)) { for (int i=clipnum-1;i>=0;--i) { if (!bitmap_test(clipignore, i) && clipinsideboxline(pos->x, pos->y, clipit[i].x1, clipit[i].y1, clipit[i].x2, clipit[i].y2, walldist)) { vec2_t const vec = pos->vec2; keepaway(&pos->x, &pos->y, i); if (inside_p(pos->x,pos->y, *sectnum) != 1) pos->vec2 = vec; break; } } } vec2_t vec = goal; if ((hitwall = cliptrace(pos->vec2, &vec)) >= 0) { vec2_t const clipr = { clipit[hitwall].x2 - clipit[hitwall].x1, clipit[hitwall].y2 - clipit[hitwall].y1 }; // clamp to the max value we can utilize without reworking the scaling below // this works around the overflow issue that affects dukedc2.map int32_t const templl = (int32_t)clamp(compat_maybe_truncate_to_int32((int64_t)clipr.X * clipr.X + (int64_t)clipr.y * clipr.y), INT32_MIN, INT32_MAX); if (templl > 0) { // I don't know if this one actually overflows or not, but I highly doubt it hurts to check int32_t const templl2 = (int32_t)clamp(compat_maybe_truncate_to_int32((int64_t)(goal.X - vec.X) * clipr.X + (int64_t)(goal.y - vec.y) * clipr.y), INT32_MIN, INT32_MAX); int32_t const i = (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829 || (abs(templl2)>>11) < templl) ? (int)DivScaleL(templl2, templl, 20) : 0; goal = { MulScale(clipr.X, i, 20)+vec.X, MulScale(clipr.y, i, 20)+vec.y }; } int32_t tempint; if (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829) tempint = clipr.X*(move.X>>6)+clipr.y*(move.y>>6); else tempint = DMulScale(clipr.X, move.X, clipr.y, move.y, 6); for (int i=cnt+1, j; i<=clipmoveboxtracenum; ++i) { j = hitwalls[i]; int32_t tempint2; if (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829) tempint2 = (clipit[j].x2-clipit[j].x1)*(move.X>>6)+(clipit[j].y2-clipit[j].y1)*(move.y>>6); else tempint2 = DMulScale(clipit[j].x2-clipit[j].x1, move.X, clipit[j].y2-clipit[j].y1, move.y, 6); if ((tempint ^ tempint2) < 0) { if (enginecompatibility_mode == ENGINECOMPATIBILITY_19961112) updatesector(pos->x, pos->y, sectnum); return clipReturn; } } keepaway(&goal.X, &goal.y, hitwall); xvect = (goal.X-vec.X)<<14; yvect = (goal.y-vec.y)<<14; if (cnt == clipmoveboxtracenum) clipReturn = clipobjectval[hitwall]; hitwalls[cnt] = hitwall; } if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE) { clipupdatesector(vec, sectnum, rad); } pos->x = vec.X; pos->y = vec.y; cnt--; } while ((xvect|yvect) != 0 && hitwall >= 0 && cnt > 0); if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE) { for (int j=0; jx, pos->y, clipsectorlist[j]) == 1) { *sectnum = clipsectorlist[j]; return clipReturn; } int32_t tempint2, tempint1 = INT32_MAX; *sectnum = -1; for (int j = (int)sector.Size() - 1; j >= 0; j--) { auto sect = §or[j]; if (inside(pos->x, pos->y, sect) == 1) { if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) tempint2 = getceilzofslopeptr(sect, pos->x, pos->y) - pos->z; else tempint2 = sect->ceilingz - pos->z; if (tempint2 > 0) { if (tempint2 < tempint1) { *sectnum = (int16_t)j; tempint1 = tempint2; } } else { if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) tempint2 = pos->z - getflorzofslopeptr(sect, pos->x, pos->y); else tempint2 = pos->z - sect->floorz; if (tempint2 <= 0) { *sectnum = (int16_t)j; return clipReturn; } if (tempint2 < tempint1) { *sectnum = (int16_t)j; tempint1 = tempint2; } } } } } return clipReturn; } // // pushmove // int pushmove_(vec3_t *const vect, int *const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist, uint32_t const cliptype, bool clear /*= true*/) { int bad; const int32_t dawalclipmask = (cliptype&65535); // const int32_t dasprclipmask = (cliptype >> 16); if (*sectnum < 0) return -1; int32_t k = 32; int dir = 1; do { int32_t clipsectcnt = 0; bad = 0; if (clear) { if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE && *sectnum < 0) return 0; clipsectorlist[0] = *sectnum; clipsectnum = 1; clipsectormap.Zero(); clipsectormap.Set(*sectnum); } do { uwallptr_t wal; int32_t startwall, endwall; auto sec = (usectorptr_t)§or[clipsectorlist[clipsectcnt]]; if (dir > 0) startwall = sec->wallptr, endwall = startwall + sec->wallnum; else endwall = sec->wallptr, startwall = endwall + sec->wallnum - 1; int i; for (i=startwall, wal=(uwallptr_t)&wall[startwall]; i!=endwall; i+=dir, wal+=dir) if (clipinsidebox(&vect->vec2, i, walldist-4) == 1) { int j = 0; if (wal->nextsector < 0 || wal->cstat & EWallFlags::FromInt(dawalclipmask)) j = 1; else { int32_t daz2; vec2_t closest; if (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829) closest = vect->vec2; else { //Find closest point on wall (dax, day) to (vect->x, vect->y) int32_t dax = wal->point2Wall()->x-wal->x; int32_t day = wal->point2Wall()->y-wal->y; int32_t daz = dax*((vect->x)-wal->x) + day*((vect->y)-wal->y); int32_t t; if (daz <= 0) t = 0; else { daz2 = dax*dax+day*day; if (daz >= daz2) t = (1<<30); else t = DivScale(daz, daz2, 30); } dax = wal->x + MulScale(dax, t, 30); day = wal->y + MulScale(day, t, 30); closest = { dax, day }; } j = cliptestsector(clipsectorlist[clipsectcnt], wal->nextsector, flordist, ceildist, closest, vect->z); } if (j != 0) { j = getangle(wal->point2Wall()->x-wal->x, wal->point2Wall()->y-wal->y); int32_t dx = -bsin(j, -11); int32_t dy = bcos(j, -11); int bad2 = 16; do { vect->x = (vect->x) + dx; vect->y = (vect->y) + dy; bad2--; if (bad2 == 0) break; } while (clipinsidebox(&vect->vec2, i, walldist-4) != 0); bad = -1; k--; if (k <= 0) return bad; clipupdatesector(vect->vec2, sectnum, walldist); if (*sectnum < 0) return -1; } else if (!clipsectormap[wal->nextsector]) addclipsect(wal->nextsector); } clipsectcnt++; } while (clipsectcnt < clipsectnum); dir = -dir; } while (bad != 0); return bad; } // // getzrange // void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype) { if (sect == nullptr) { *ceilz = INT32_MIN; ceilhit.setVoid(); *florz = INT32_MAX; florhit.setVoid(); return; } int32_t clipsectcnt = 0; int32_t clipspritecnt = 0; //Extra walldist for sprites on sector lines const int32_t extradist = walldist+MAXCLIPDIST+1; const int32_t xmin = pos.x-extradist, ymin = pos.y-extradist; const int32_t xmax = pos.x+extradist, ymax = pos.y+extradist; const int32_t dawalclipmask = (cliptype&65535); const int32_t dasprclipmask = (cliptype >> 16); vec2_t closest = pos.vec2; int sectnum = ::sectnum(sect); if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE) getsectordist(closest, sectnum, &closest); else getzsofslopeptr(sect,closest.X,closest.y,ceilz,florz); ceilhit.setSector(sect); florhit.setSector(sect); clipsectorlist[0] = sectnum; clipsectnum = 1; clipspritenum = 0; clipsectormap.Zero(); clipsectormap.Set(sectnum); do //Collect sectors inside your square first { ////////// Walls ////////// auto const startsec = (usectorptr_t)§or[clipsectorlist[clipsectcnt]]; for(auto&wal : wallsofsector(startsec)) { if (wal.twoSided()) { auto nextsect = wal.nextSector(); vec2_t const v1 = wal.pos; vec2_t const v2 = wal.point2Wall()->pos; if ((v1.X < xmin && (v2.X < xmin)) || (v1.X > xmax && v2.X > xmax) || (v1.y < ymin && (v2.y < ymin)) || (v1.y > ymax && v2.y > ymax)) continue; vec2_t const d = { v2.X-v1.X, v2.y-v1.y }; if (d.X*(pos.y-v1.y) < (pos.x-v1.X)*d.y) continue; //back vec2_t da = { (d.X > 0) ? d.X*(ymin-v1.y) : d.X*(ymax-v1.y), (d.y > 0) ? d.y*(xmax-v1.X) : d.y*(xmin-v1.X) }; if (da.X >= da.y) continue; if (wal.cstat & EWallFlags::FromInt(dawalclipmask)) continue; // XXX? if (((nextsect->ceilingstat & CSTAT_SECTOR_SKY) == 0) && (pos.z <= nextsect->ceilingz+(3<<8))) continue; if (((nextsect->floorstat & CSTAT_SECTOR_SKY) == 0) && (pos.z >= nextsect->floorz-(3<<8))) continue; int nextsectno = ::sectnum(nextsect); if (!clipsectormap[nextsectno]) addclipsect(nextsectno); if (((v1.X < xmin + MAXCLIPDIST) && (v2.X < xmin + MAXCLIPDIST)) || ((v1.X > xmax - MAXCLIPDIST) && (v2.X > xmax - MAXCLIPDIST)) || ((v1.y < ymin + MAXCLIPDIST) && (v2.y < ymin + MAXCLIPDIST)) || ((v1.y > ymax - MAXCLIPDIST) && (v2.y > ymax - MAXCLIPDIST))) continue; if (d.X > 0) da.X += d.X*MAXCLIPDIST; else da.X -= d.X*MAXCLIPDIST; if (d.y > 0) da.y -= d.y*MAXCLIPDIST; else da.y += d.y*MAXCLIPDIST; if (da.X >= da.y) continue; //It actually got here, through all the continue's!!! int32_t daz = 0, daz2 = 0; closest = pos.vec2; if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE) getsectordist(closest, nextsectno, &closest); else getzsofslopeptr(nextsect, closest.X,closest.y, &daz,&daz2); { if (daz > *ceilz) *ceilz = daz, ceilhit.setSector(nextsect); if (daz2 < *florz) *florz = daz2, florhit.setSector(nextsect); } } } clipsectcnt++; } while (clipsectcnt < clipsectnum || clipspritecnt < clipspritenum); ////////// Sprites ////////// if (dasprclipmask) for (int i=0; i it(clipsectorlist[i]); while (auto actor = it.Next()) { auto spr = &actor->s(); const int32_t cstat = spr->cstat; int32_t daz = 0, daz2 = 0; if (spr->cstat2 & CSTAT2_SPRITE_NOFIND) continue; if (cstat&dasprclipmask) { int32_t clipyou = 0; vec2_t v1 = spr->pos.vec2; switch (cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case CSTAT_SPRITE_ALIGNMENT_FACING: { int32_t k = walldist+(spr->clipdist<<2)+1; if ((abs(v1.X-pos.x) <= k) && (abs(v1.y-pos.y) <= k)) { daz = spr->z + spriteheightofsptr(spr, &k, 1); daz2 = daz - k; clipyou = 1; } break; } case CSTAT_SPRITE_ALIGNMENT_WALL: { vec2_t v2; get_wallspr_points(spr, &v1.X, &v2.X, &v1.y, &v2.y); if (clipinsideboxline(pos.x,pos.y,v1.X,v1.y,v2.X,v2.y,walldist+1) != 0) { int32_t k; daz = spr->z + spriteheightofsptr(spr, &k, 1); daz2 = daz-k; clipyou = 1; } break; } case CSTAT_SPRITE_ALIGNMENT_FLOOR: case CSTAT_SPRITE_ALIGNMENT_SLOPE: { if ((cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) daz = spr->z; else daz = spriteGetZOfSlope(spr, pos.x, pos.y); if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0 && (pos.z > daz) == ((cstat & CSTAT_SPRITE_YFLIP)==0)) continue; vec2_t v2, v3, v4; get_floorspr_points((uspriteptr_t) spr, pos.x, pos.y, &v1.X, &v2.X, &v3.X, &v4.X, &v1.y, &v2.y, &v3.y, &v4.y, spriteGetSlope(spr)); vec2_t const da = { MulScale(bcos(spr->ang - 256), walldist + 4, 14), MulScale(bsin(spr->ang - 256), walldist + 4, 14) }; v1.X += da.X; v2.X -= da.y; v3.X -= da.X; v4.X += da.y; v1.y += da.y; v2.y += da.X; v3.y -= da.y; v4.y -= da.X; clipyou = get_floorspr_clipyou(v1, v2, v3, v4); break; } } if (clipyou != 0) { if ((pos.z > daz) && (daz > *ceilz)) { *ceilz = daz; ceilhit.setSprite(actor); } if ((pos.z < daz2) && (daz2 < *florz)) { *florz = daz2; florhit.setSprite(actor); } } } } } } // intp: point of currently best (closest) intersection int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in, int32_t vx, int32_t vy, int32_t vz, vec3_t * const intp, int32_t strictly_smaller_than_p) { vec3_t const sprpos = spr->pos; int32_t const topt = vx * (sprpos.x - in.x) + vy * (sprpos.y - in.y); if (topt <= 0) return 0; int32_t const bot = vx * vx + vy * vy; if (!bot) return 0; vec3_t newpos = { 0, 0, in.z + Scale(vz, topt, bot) }; int32_t siz; int32_t const z1 = sprpos.z + spriteheightofsptr(spr, &siz, 1); if (newpos.z < z1 - siz || newpos.z > z1) return 0; int32_t const topu = vx * (sprpos.y - in.y) - vy * (sprpos.x - in.x); vec2_t const off = { Scale(vx, topu, bot), Scale(vy, topu, bot) }; int32_t const dist = off.X * off.X + off.y * off.y; siz = tileWidth(spr->picnum) * spr->xrepeat; if (dist > MulScale(siz, siz, 7)) return 0; newpos.vec2 = { in.x + Scale(vx, topt, bot), in.y + Scale(vy, topt, bot) }; if (abs(newpos.x - in.x) + abs(newpos.y - in.y) + strictly_smaller_than_p > abs(intp->x - in.x) + abs(intp->y - in.y)) return 0; *intp = newpos; return 1; } static inline void hit_set(HitInfoBase *hit, sectortype* sect, walltype* wal, DCoreActor* actor, int32_t x, int32_t y, int32_t z) { hit->hitSector = sect; hit->hitWall = wal; hit->hitActor = actor; hit->hitpos.x = x; hit->hitpos.y = y; hit->hitpos.z = z; } static int32_t hitscan_hitsectcf=-1; // stat, heinum, z: either ceiling- or floor- // how: -1: behave like ceiling, 1: behave like floor static int32_t hitscan_trysector(const vec3_t *sv, sectortype* sec, HitInfoBase *hit, int32_t vx, int32_t vy, int32_t vz, uint16_t stat, int16_t heinum, int32_t z, int32_t how) { int32_t x1 = INT32_MAX, y1 = 0, z1 = 0; int32_t i; if (stat&2) { auto const wal = (uwallptr_t)sec->firstWall(); auto const wal2 = (uwallptr_t)wal->point2Wall(); int32_t j, dax=wal2->x-wal->x, day=wal2->y-wal->y; i = ksqrt(compat_maybe_truncate_to_int32(uhypsq(dax,day))); if (i == 0) return 1; //continue; i = DivScale(heinum,i, 15); dax *= i; day *= i; j = (vz<<8)-DMulScale(dax,vy,-day,vx, 15); if (j != 0) { i = ((z - sv->z)<<8)+DMulScale(dax,sv->y-wal->y,-day,sv->x-wal->x, 15); if (((i^j) >= 0) && ((abs(i)>>1) < abs(j))) { i = DivScale(i,j, 30); x1 = sv->x + MulScale(vx,i, 30); y1 = sv->y + MulScale(vy,i, 30); z1 = sv->z + MulScale(vz,i, 30); } } } else if ((how*vz > 0) && (how*sv->z <= how*z)) { z1 = z; i = z1-sv->z; if ((abs(i)>>1) < vz*how) { i = DivScale(i,vz, 30); x1 = sv->x + MulScale(vx,i, 30); y1 = sv->y + MulScale(vy,i, 30); } } if ((x1 != INT32_MAX) && (abs(x1-sv->x)+abs(y1-sv->y) < abs((hit->hitpos.x)-sv->x)+abs((hit->hitpos.y)-sv->y))) { if (inside(x1,y1,sec) == 1) { hit_set(hit, sec, nullptr, nullptr, x1, y1, z1); hitscan_hitsectcf = (how+1)>>1; } } return 0; } // // hitscan // int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& direction, HitInfoBase& hitinfo, unsigned cliptype) { auto const sv = &start; int const vx = direction.x, vy = direction.y, vz = direction.z; int32_t x1, y1=0, z1=0, x2, y2, intx, inty, intz; int32_t i, k, daz; uspriteptr_t curspr = NULL; // tmp: { (int32_t)curidx, (spritetype *)curspr, (!=0 if outer sector) } const int32_t dawalclipmask = (cliptype&65535); const int32_t dasprclipmask = (cliptype >> 16); hitinfo.clearObj(); // note that this case leaves hitpos untouched. if (startsect == nullptr) return -1; hitinfo.hitpos.vec2 = hitscangoal; BFSSectorSearch search(startsect); while (auto sec = search.GetNext()) { i = 1; if (hitscan_trysector(sv, sec, &hitinfo, vx,vy,vz, sec->ceilingstat, sec->ceilingheinum, sec->ceilingz, -i)) continue; if (hitscan_trysector(sv, sec, &hitinfo, vx,vy,vz, sec->floorstat, sec->floorheinum, sec->floorz, i)) continue; ////////// Walls ////////// for(auto& w : wallsofsector(sec)) { auto wal = &w; auto wal2 = wal->point2Wall(); auto const nextsect = wal->nextSector(); if (curspr && !wal->twoSided()) continue; x1 = wal->x; y1 = wal->y; x2 = wal2->x; y2 = wal2->y; if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->x)*(y2-sv->y)) < compat_maybe_truncate_to_int32((coord_t)(x2-sv->x)*(y1-sv->y))) continue; if (rintersect(sv->x,sv->y,sv->z, vx,vy,vz, x1,y1, x2,y2, &intx,&inty,&intz) == -1) continue; if (abs(intx-sv->x)+abs(inty-sv->y) >= abs((hitinfo.hitpos.x)-sv->x)+abs((hitinfo.hitpos.y)-sv->y)) continue; if (!curspr) { if ((!wal->twoSided()) || (wal->cstat & EWallFlags::FromInt(dawalclipmask))) { hit_set(&hitinfo, sec, wal, nullptr, intx, inty, intz); continue; } int32_t daz2; getzsofslopeptr(nextsect,intx,inty,&daz,&daz2); if (intz <= daz || intz >= daz2) { hit_set(&hitinfo, sec, wal, nullptr, intx, inty, intz); continue; } } search.Add(nextsect); } ////////// Sprites ////////// if (dasprclipmask==0) continue; TSectIterator it(sec); while (auto actor = it.Next()) { auto const spr = &actor->s(); uint32_t const cstat = spr->cstat; if (spr->cstat2 & CSTAT2_SPRITE_NOFIND) continue; #ifdef USE_OPENGL if (!hitallsprites) #endif if ((cstat&dasprclipmask) == 0) continue; x1 = spr->x; y1 = spr->y; z1 = spr->z; switch (cstat&CSTAT_SPRITE_ALIGNMENT_MASK) { case 0: { if (try_facespr_intersect(spr, *sv, vx, vy, vz, &hitinfo.hitpos, 0)) { hitinfo.hitSector = sec; hitinfo.hitWall = nullptr; hitinfo.hitActor = actor; } break; } case CSTAT_SPRITE_ALIGNMENT_WALL: { int32_t ucoefup16; int32_t tilenum = spr->picnum; get_wallspr_points(spr, &x1, &x2, &y1, &y2); if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) //back side of 1-way sprite if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->x)*(y2-sv->y)) < compat_maybe_truncate_to_int32((coord_t)(x2-sv->x)*(y1-sv->y))) continue; ucoefup16 = rintersect(sv->x,sv->y,sv->z,vx,vy,vz,x1,y1,x2,y2,&intx,&inty,&intz); if (ucoefup16 == -1) continue; if (abs(intx-sv->x)+abs(inty-sv->y) > abs((hitinfo.hitpos.x)-sv->x)+abs((hitinfo.hitpos.y)-sv->y)) continue; daz = spr->z + spriteheightofsptr(&actor->s(), &k, 1); if (intz > daz-k && intz < daz) { if (picanm[tilenum].sf&PICANM_TEXHITSCAN_BIT) { tileUpdatePicnum(&tilenum, 0, 0); if (tileLoad(tilenum)) { // daz-intz > 0 && daz-intz < k int32_t xtex = MulScale(ucoefup16, tileWidth(tilenum), 16); int32_t vcoefup16 = 65536-DivScale(daz-intz, k, 16); int32_t ytex = MulScale(vcoefup16, tileHeight(tilenum), 16); auto texel = (tilePtr(tilenum) + tileHeight(tilenum)*xtex + ytex); if (*texel == TRANSPARENT_INDEX) continue; } } hit_set(&hitinfo, sec, nullptr, actor, intx, inty, intz); } break; } case CSTAT_SPRITE_ALIGNMENT_FLOOR: { int32_t x3, y3, x4, y4; intz = z1; if (vz == 0 || ((intz-sv->z)^vz) < 0) continue; if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) if ((sv->z > intz) == ((cstat & CSTAT_SPRITE_YFLIP)==0)) continue; // avoid overflow errors by using 64 bit math. intx = int(sv->x + (int64_t(intz) - sv->z) * vx / vz); inty = int(sv->y + (int64_t(intz) - sv->z) * vy / vz); if (abs(intx-sv->x)+abs(inty-sv->y) > abs((hitinfo.hitpos.x)-sv->x)+abs((hitinfo.hitpos.y)-sv->y)) continue; get_floorspr_points((uspriteptr_t)spr, intx, inty, &x1, &x2, &x3, &x4, &y1, &y2, &y3, &y4, spriteGetSlope(spr)); if (get_floorspr_clipyou({x1, y1}, {x2, y2}, {x3, y3}, {x4, y4})) hit_set(&hitinfo, sec, nullptr, actor, intx, inty, intz); break; } case CSTAT_SPRITE_ALIGNMENT_SLOPE: { int32_t x3, y3, x4, y4; int32_t const heinum = spriteGetSlope(spr); int32_t const dax = (heinum * sintable[(spr->ang + 1024) & 2047]) << 1; int32_t const day = (heinum * sintable[(spr->ang + 512) & 2047]) << 1; int32_t const j = (vz << 8) - DMulScale(dax, vy, -day, vx, 15); if (j == 0) continue; if ((cstat & 64) != 0) if ((j < 0) == ((cstat & 8) == 0)) continue; int32_t i = ((spr->z - sv->z) << 8) + DMulScale(dax, sv->y - spr->y, -day, sv->x - spr->x, 15); if ((i ^ j) < 0 || (abs(i) >> 1) >= abs(j)) continue; i = DivScale(i, j, 30); intx = sv->x + MulScale(vx, i, 30); inty = sv->y + MulScale(vy, i, 30); intz = sv->z + MulScale(vz, i, 30); if (abs(intx - sv->x) + abs(inty - sv->y) > abs((hitinfo.hitpos.x) - sv->x) + abs((hitinfo.hitpos.y) - sv->y)) continue; get_floorspr_points((uspriteptr_t)spr, intx, inty, &x1, &x2, &x3, &x4, &y1, &y2, &y3, &y4, spriteGetSlope(spr)); if (get_floorspr_clipyou({ x1, y1 }, { x2, y2 }, { x3, y3 }, { x4, y4 })) hit_set(&hitinfo, sec, nullptr, actor, intx, inty, intz); break; } } } } return 0; }