// "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 "printf.h" #include "gamefuncs.h" #include "coreactor.h" #include "texturemanager.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; ////////// CLIPMOVE ////////// inline uint8_t 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 static inline void get_wallspr_points(DCoreActor* actor, int32_t *x1, int32_t *x2, int32_t *y1, int32_t *y2) { DVector2 out[2]; GetWallSpritePosition(&actor->spr, DVector2(*x1 * inttoworld, *y1 * inttoworld), out); *x1 = int(out[0].X * worldtoint); *y1 = int(out[0].Y * worldtoint); *x2 = int(out[1].X * worldtoint); *y2 = int(out[1].Y * worldtoint); } // x1, y1: in/out // rest x/y: out static inline void get_floorspr_points(DCoreActor *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) { DVector2 out[4]; // very messed up interface... :( GetFlatSpritePosition(spr, DVector2((*x1 - px) * inttoworld, (*y1 - py) * inttoworld), out); *x1 = int(out[0].X * worldtoint); *y1 = int(out[0].Y * worldtoint); *x2 = int(out[1].X * worldtoint); *y2 = int(out[1].Y * worldtoint); *x3 = int(out[2].X * worldtoint); *y3 = int(out[2].Y * worldtoint); *x4 = int(out[3].X * worldtoint); *y4 = int(out[3].Y * worldtoint); } inline int32_t spriteGetZOfSlope(const spritetypebase* tspr, int dax, int day, int heinum) { return int(spriteGetZOfSlopef(tspr, DVector2(dax * inttoworld, day * inttoworld), heinum) * zworldtoint); } // // clipinsideboxline // static int clipinsideboxline(int x, int y, int x1, int y1, int x2, int y2, int walldist) { return (int)IsCloseToLine(DVector2(x * inttoworld, y * inttoworld), DVector2(x1 * inttoworld, y1 * inttoworld), DVector2(x2 * inttoworld, y2 * inttoworld), walldist * inttoworld); } 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, double *daxptr, double *dayptr) { double x = pos->X * inttoworld, y = pos->Y * inttoworld; double result = InterceptLineSegments(x, y, gx * inttoworld, gy * inttoworld, x1 * inttoworld, y1 * inttoworld, (x2 - x1) * inttoworld, (y2 - y1) * inttoworld); if (result > 0) { *daxptr = x + result * gx * inttoworld; *dayptr = y + result * gy * inttoworld; } else { *daxptr = x; *dayptr = y; } } // // 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); uint8_t 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); } // // 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((int64_t)diff.X * diff.X + (int64_t)diff.Y * 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 = §or[dasect]; for (auto& wal : sec->walls) { auto const wal2 = wal.point2Wall(); vec2_t p1 = wal.wall_int_pos(); vec2_t p2 = wal2->wall_int_pos(); if ((p1.X < clipMin.X && p2.X < clipMin.X) || (p1.X > clipMax.X && p2.X > clipMax.X) || (p1.Y < clipMin.Y && p2.Y < clipMin.Y) || (p1.Y > clipMax.Y && p2.Y > clipMax.Y)) continue; 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 { DVector2 ipos; clipmove_tweak_pos(pos, diff.X, diff.Y, p1.X, p1.Y, p2.X, p2.Y, &ipos.X, &ipos.Y); clipyou = checkOpening(ipos, pos->Z * zinttoworld, §or[dasect], wal.nextSector(), ceildist * zinttoworld, flordist * zinttoworld, enginecompatibility_mode == ENGINECOMPATIBILITY_NONE); v.X = int(ipos.X * worldtoint); v.Y = int(ipos.Y * worldtoint); } // 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 * inttoworld, pos->Y * inttoworld, sec) == 1) { bool found = false; for (auto& wwal : sec->walls) { if (wwal.nextsector == initialsectnum) { found = true; break; } } if (!found) break; } if (clipyou) { CollisionBase objtype; if (curspr) objtype.setSprite(curspr); else objtype.setWall(&wal); //Add 2 boxes at endpoints int32_t bsz = walldist; if (diff.X < 0) bsz = -bsz; addclipline(p1.X-bsz, p1.Y-bsz, p1.X-bsz, p1.Y+bsz, objtype, false); addclipline(p2.X-bsz, p2.Y-bsz, p2.X-bsz, p2.Y+bsz, objtype, false); bsz = walldist; if (diff.Y < 0) bsz = -bsz; addclipline(p1.X+bsz, p1.Y-bsz, p1.X-bsz, p1.Y-bsz, objtype, false); addclipline(p2.X+bsz, p2.Y-bsz, p2.X-bsz, p2.Y-bsz, objtype, false); v.X = walldist; if (d.Y > 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()) { const int32_t cstat = actor->spr.cstat; if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue; if ((cstat&dasprclipmask) == 0) continue; auto p1 = actor->int_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) { double height_, daz_ = actor->spr.pos.Z + actor->GetOffsetAndHeight(height_); int height = int(height_ * zworldtoint), daz = int(daz_ * zworldtoint); if (pos->Z > daz-height-flordist && pos->Z < daz+ceildist) { int cd = int(actor->clipdist * worldtoint); int32_t bsz = cd + walldist; if (diff.X < 0) bsz = -bsz; addclipline(p1.X-bsz, p1.Y-bsz, p1.X-bsz, p1.Y+bsz, obj, false); bsz = cd + 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: { double height_, daz_ = actor->spr.pos.Z + actor->GetOffsetAndHeight(height_); int height = int(height_ * zworldtoint), daz = int(daz_ * zworldtoint); if (pos->Z > daz-height-flordist && pos->Z < daz+ceildist) { vec2_t p2; get_wallspr_points(actor, &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(actor->int_ang() + 256), walldist, 14), MulScale(bsin(actor->int_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 = spriteGetSlope(actor); int sz = spriteGetZOfSlope(&actor->spr, pos->X, pos->Y, heinum); 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(actor, 0, 0, &rxi[0], &rxi[1], &rxi[2], &rxi[3], &ryi[0], &ryi[1], &ryi[2], &ryi[3]); vec2_t v = { MulScale(bcos(actor->int_ang() - 256), walldist, 14), MulScale(bsin(actor->int_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. auto tex = TexMan.GetGameTexture(actor->spr.spritetexture()); const int32_t cosang = bcos(actor->int_ang()); const int32_t sinang = bsin(actor->int_ang()); vec2_t const span = { (int)tex->GetDisplayWidth(), (int)tex->GetDisplayHeight() }; vec2_t const repeat = { int(actor->spr.scale.X * scaletoint), int(actor->spr.scale.Y * scaletoint) }; vec2_t adjofs = { (int)tex->GetDisplayTopOffset(), (int)tex->GetDisplayTopOffset() }; if (actor->spr.cstat & CSTAT_SPRITE_XFLIP) adjofs.X = -adjofs.X; if (actor->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 + SLOPEVAL_FACTOR * SLOPEVAL_FACTOR); int32_t zz[3] = { pos->Z, pos->Z + flordist, pos->Z - ceildist }; for (int k = 0; k < 3; k++) { int32_t jj = DivScale(actor->int_pos().Z - zz[k], heinum, 18); int32_t jj2 = MulScale(jj, ratio, 12); if (jj2 > (centery << 8) || jj2 < ((centery - rspany) << 8)) continue; int32_t x1 = actor->int_pos().X + MulScale(sinang, centerx, 16) + MulScale(jj, cosang, 24); int32_t y1 = actor->int_pos().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(actor->int_ang() - 256), walldist, 14), MulScale(bsin(actor->int_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(pos->X * inttoworld, pos->Y * inttoworld, §or[*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(((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(((int64_t)(goal.X - vec.X) * clipr.X + (int64_t)(goal.Y - vec.Y) * clipr.Y), INT32_MIN, INT32_MAX); int32_t const i = ((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; 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; 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) { auto sectp = §or[*sectnum]; updatesector(DVector2(pos->X * inttoworld, pos->Y * inttoworld), §p); *sectnum = sectp ? ::sectindex(sectp) : -1; } 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) { DVector2 v(vec.X* inttoworld, vec.Y* inttoworld); sectortype* sect = §or[*sectnum]; updatesector(v, §, rad * inttoworld); *sectnum = ::sectindex(sect); } pos->X = vec.X; pos->Y = vec.Y; cnt--; } while ((xvect|yvect) != 0 && hitwall >= 0 && cnt > 0); if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE) { DVector3 fpos(pos->X* inttoworld, pos->Y* inttoworld, pos->Z* zinttoworld); for (int j=0; j