mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-24 03:20:49 +00:00
592 lines
16 KiB
C++
592 lines
16 KiB
C++
#pragma once
|
|
|
|
#include "gamecontrol.h"
|
|
#include "build.h"
|
|
#include "coreactor.h"
|
|
#include "intrect.h"
|
|
|
|
extern IntRect viewport3d;
|
|
|
|
// 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:
|
|
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:
|
|
|
|
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 : §or[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->nextwall < 0) break;
|
|
wal = thelastwall->nextWall();
|
|
if (walbitmap.Check(wall.IndexOf(wal))) break;
|
|
mark(wal);
|
|
walbitmap.Set(wall.IndexOf(wal));
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Constants used for Build sine/cosine functions.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
enum
|
|
{
|
|
BAMBITS = 21,
|
|
BAMUNIT = 1 << BAMBITS,
|
|
SINTABLEBITS = 30,
|
|
SINTABLEUNIT = 1 << SINTABLEBITS,
|
|
BUILDSINBITS = 14,
|
|
BUILDSINSHIFT = SINTABLEBITS - BUILDSINBITS,
|
|
};
|
|
|
|
constexpr double BAngRadian = pi::pi() * (1. / 1024.);
|
|
constexpr double BAngToDegree = 360. / 2048.;
|
|
constexpr DAngle DAngleBuildToDeg = DAngle::fromDeg(BAngToDegree);
|
|
|
|
extern int sintable[2048];
|
|
|
|
inline constexpr double sinscale(const int shift)
|
|
{
|
|
return shift >= -BUILDSINBITS ? uint64_t(1) << (BUILDSINBITS + shift) : 1. / (uint64_t(1) << abs(BUILDSINBITS + shift));
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Build sine inline functions.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
inline int bsin(const int ang, int shift = 0)
|
|
{
|
|
return (shift -= BUILDSINSHIFT) < 0 ? sintable[ang & 2047] >> abs(shift) : sintable[ang & 2047] << shift;
|
|
}
|
|
inline double bsinf(const double ang, const int shift = 0)
|
|
{
|
|
return g_sinbam(ang * BAMUNIT) * sinscale(shift);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Build cosine inline functions.
|
|
//
|
|
// About shifts:
|
|
// -6 -> * 16
|
|
// -7 -> * 8
|
|
// -8 -> * 4
|
|
// -9 -> * 2
|
|
// -10 -> * 1
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
inline int bcos(const int ang, int shift = 0)
|
|
{
|
|
return (shift -= BUILDSINSHIFT) < 0 ? sintable[(ang + 512) & 2047] >> abs(shift) : sintable[(ang + 512) & 2047] << shift;
|
|
}
|
|
inline double bcosf(const double ang, const int shift = 0)
|
|
{
|
|
return g_cosbam(ang * BAMUNIT) * sinscale(shift);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// High precision vector angle function, mainly for the renderer.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
inline int getangle(double xvect, double yvect)
|
|
{
|
|
return DVector2(xvect, yvect).Angle().Buildang();
|
|
}
|
|
|
|
inline int getangle(const DVector2& vec)
|
|
{
|
|
return getangle(vec.X, vec.Y);
|
|
}
|
|
|
|
inline int getangle(const vec2_t& vec)
|
|
{
|
|
return getangle(vec.X, vec.Y);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Returns an angle delta for Build angles.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
inline constexpr int getincangle(unsigned a, unsigned na)
|
|
{
|
|
return int((na - a) << 21) >> 21;
|
|
}
|
|
|
|
|
|
extern int cameradist, cameraclock;
|
|
|
|
void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);
|
|
|
|
bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* pspr, sectortype** psectnum, DAngle 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 spritetypebase* spr, const DVector2& pos, DVector2* out, bool render = false);
|
|
void GetFlatSpritePosition(DCoreActor* spr, const DVector2& pos, DVector2* out, bool render = false);
|
|
void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render = false);
|
|
|
|
enum class EClose
|
|
{
|
|
Outside,
|
|
InFront,
|
|
Behind
|
|
};
|
|
EClose IsCloseToLine(const DVector2& vect, const DVector2& start, const DVector2& end, double walldist);
|
|
EClose IsCloseToWall(const DVector2& vect, walltype* wal, double walldist);
|
|
|
|
void checkRotatedWalls();
|
|
bool sectorsConnected(int sect1, int sect2);
|
|
void dragpoint(walltype* wal, int newx, int newy);
|
|
void dragpoint(walltype* wal, const DVector2& pos);
|
|
DVector2 rotatepoint(const DVector2& pivot, const DVector2& point, DAngle angle);
|
|
int32_t inside(double x, double y, const sectortype* sect);
|
|
void getcorrectzsofslope(int sectnum, int dax, int day, int* ceilz, int* florz);
|
|
int getceilzofslopeptr(const sectortype* sec, int dax, int day);
|
|
int getflorzofslopeptr(const sectortype* sec, int dax, int day);
|
|
void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz);
|
|
void getzsofslopeptr(const sectortype* sec, double dax, double day, double* ceilz, double* florz);
|
|
|
|
template<class Vector>
|
|
inline int getceilzofslopeptr(const sectortype* sec, const Vector& pos)
|
|
{
|
|
return getceilzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint);
|
|
}
|
|
template<class Vector>
|
|
inline int getflorzofslopeptr(const sectortype* sec, const Vector& pos)
|
|
{
|
|
return getflorzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint);
|
|
}
|
|
template<class Vector>
|
|
inline void getzsofslopeptr(const sectortype* sec, const Vector& pos, int* ceilz, int* florz)
|
|
{
|
|
getzsofslopeptr(sec, int(pos.X * worldtoint), int(pos.Y * worldtoint), ceilz, florz);
|
|
}
|
|
template<class Vector>
|
|
inline void getzsofslopeptr(const sectortype* sec, const Vector& pos, double* ceilz, double* florz)
|
|
{
|
|
getzsofslopeptr(sec, pos.X, pos.Y, ceilz, florz);
|
|
}
|
|
|
|
inline double getceilzofslopeptrf(const sectortype* sec, double dax, double day)
|
|
{
|
|
return getceilzofslopeptr(sec, dax * worldtoint, day * worldtoint) * zinttoworld;
|
|
}
|
|
inline double getflorzofslopeptrf(const sectortype* sec, double dax, double day)
|
|
{
|
|
return getflorzofslopeptr(sec, dax * worldtoint, day * worldtoint) * zinttoworld;
|
|
}
|
|
inline double getceilzofslopeptrf(const sectortype* sec, const DVector2& pos)
|
|
{
|
|
return getceilzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint) * zinttoworld;
|
|
}
|
|
inline double getflorzofslopeptrf(const sectortype* sec, const DVector2& pos)
|
|
{
|
|
return getflorzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint) * zinttoworld;
|
|
}
|
|
|
|
|
|
enum EFindNextSector
|
|
{
|
|
Find_Floor = 0,
|
|
Find_Ceiling = 1,
|
|
|
|
Find_Down = 0,
|
|
Find_Up = 2,
|
|
|
|
Find_Safe = 4,
|
|
|
|
Find_CeilingUp = Find_Ceiling | Find_Up,
|
|
Find_CeilingDown = Find_Ceiling | Find_Down,
|
|
Find_FloorUp = Find_Floor | Find_Up,
|
|
Find_FloorDown = Find_Floor | Find_Down,
|
|
};
|
|
sectortype* nextsectorneighborzptr(sectortype* sectp, int startz, int flags);
|
|
|
|
|
|
|
|
inline double WallStartX(int wallnum)
|
|
{
|
|
return wall[wallnum].pos.X;
|
|
}
|
|
|
|
inline double WallStartY(int wallnum)
|
|
{
|
|
return -wall[wallnum].pos.Y;
|
|
}
|
|
|
|
inline double WallEndX(int wallnum)
|
|
{
|
|
return wall[wallnum].point2Wall()->pos.X;
|
|
}
|
|
|
|
inline double WallEndY(int wallnum)
|
|
{
|
|
return -wall[wallnum].point2Wall()->pos.Y;
|
|
}
|
|
|
|
inline double WallStartX(const walltype* wallnum)
|
|
{
|
|
return wallnum->pos.X;
|
|
}
|
|
|
|
inline double WallStartY(const walltype* wallnum)
|
|
{
|
|
return -wallnum->pos.Y;
|
|
}
|
|
|
|
inline DVector2 WallStart(const walltype* wallnum)
|
|
{
|
|
return { WallStartX(wallnum), WallStartY(wallnum) };
|
|
}
|
|
|
|
inline double WallEndX(const walltype* wallnum)
|
|
{
|
|
return wallnum->point2Wall()->pos.X;
|
|
}
|
|
|
|
inline double WallEndY(const walltype* wallnum)
|
|
{
|
|
return -wallnum->point2Wall()->pos.Y;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
|
|
{
|
|
if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
|
|
}
|
|
|
|
inline void spriteSetSlope(DCoreActor* actor, int heinum)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
inline int spriteGetSlope(DCoreActor* actor)
|
|
{
|
|
return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (uint8_t(actor->spr.yoffset) << 8);
|
|
}
|
|
|
|
// 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 spriteGetZOfSlope(const spritetypebase* tspr, int dax, int day, int heinum)
|
|
{
|
|
if (heinum == 0) return tspr->int_pos().Z;
|
|
|
|
int const j = DMulScale(bsin(tspr->int_ang() + 1024), day - tspr->int_pos().Y, -bsin(tspr->int_ang() + 512), dax - tspr->int_pos().X, 4);
|
|
return tspr->int_pos().Z + MulScale(heinum, j, 18);
|
|
}
|
|
|
|
inline int inside(int x, int y, const sectortype* sect)
|
|
{
|
|
return inside(x * inttoworld, y * inttoworld, sect);
|
|
}
|
|
|
|
// still needed by some parts in the engine.
|
|
inline int inside_p(int x, int y, int sectnum) { return (sectnum >= 0 && inside(x, y, §or[sectnum]) == 1); }
|
|
|
|
|
|
|
|
inline int I_GetBuildTime()
|
|
{
|
|
return I_GetTime(120);
|
|
}
|
|
|
|
inline int32_t getangle(walltype* wal)
|
|
{
|
|
return getangle(wal->delta());
|
|
}
|
|
|
|
inline TArrayView<walltype> wallsofsector(const sectortype* sec)
|
|
{
|
|
return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
|
|
}
|
|
|
|
inline TArrayView<walltype> wallsofsector(int sec)
|
|
{
|
|
return wallsofsector(§or[sec]);
|
|
}
|
|
|
|
// these are mainly meant as refactoring aids to mark function calls to work on.
|
|
inline int wallnum(const walltype* wal)
|
|
{
|
|
return wall.IndexOf(wal);
|
|
}
|
|
|
|
inline int sectnum(const sectortype* sect)
|
|
{
|
|
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 DVector2 NearestPointOnWall(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;
|
|
if (t <= 0) return { lx1, ly1 };
|
|
if (t >= 1) return { lx2, ly2 };
|
|
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)
|
|
{
|
|
auto pt = NearestPointOnWall(px, py, wal);
|
|
if (point) *point = pt;
|
|
return SquareDist(px, py, pt.X, pt.Y);
|
|
}
|
|
|
|
double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point = nullptr);
|
|
|
|
inline double SquareDistToLine(double px, double py, double lx1, double ly1, double lx2, double ly2)
|
|
{
|
|
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);
|
|
return SquareDist(px, py, xx, yy);
|
|
}
|
|
|
|
inline void alignceilslope(sectortype* sect, int x, int y, int z)
|
|
{
|
|
sect->setceilingslope(getslopeval(sect, x, y, z, sect->int_ceilingz()));
|
|
}
|
|
|
|
inline void alignflorslope(sectortype* sect, int x, int y, int z)
|
|
{
|
|
sect->setfloorslope(getslopeval(sect, x, y, z, sect->int_floorz()));
|
|
}
|
|
|
|
inline void alignceilslope(sectortype* sect, const DVector3& pos)
|
|
{
|
|
sect->setceilingslope(getslopeval(sect, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, sect->int_ceilingz()));
|
|
}
|
|
|
|
inline void alignflorslope(sectortype* sect, const DVector3& pos)
|
|
{
|
|
sect->setfloorslope(getslopeval(sect, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, sect->int_floorz()));
|
|
}
|
|
|
|
#include "updatesector.h"
|