mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-24 03:20:49 +00:00
641 lines
14 KiB
C++
641 lines
14 KiB
C++
#pragma once
|
|
|
|
#include <stdint.h>
|
|
#include "maptypes.h"
|
|
#include "build.h"
|
|
#include "actorinfo.h"
|
|
|
|
enum
|
|
{
|
|
MAXSTATUS = 1024
|
|
};
|
|
|
|
struct FWallSpriteDesc
|
|
{
|
|
walltype* wall;
|
|
float offsetOnWall;
|
|
};
|
|
|
|
// This is for quick determination of walls a wall sprite is attached to.
|
|
struct FWallSpriteInfo
|
|
{
|
|
tspritetype base; // this is needed for checking if something has changed.
|
|
TArray<FWallSpriteDesc> connections[2]; // two lists - for front and back
|
|
};
|
|
|
|
class DCoreActor : public DObject
|
|
{
|
|
DECLARE_CLASS(DCoreActor, DObject)
|
|
HAS_OBJECT_POINTERS
|
|
// common part of the game actors
|
|
public:
|
|
|
|
// These two are needed because we cannot rely on the ones in the sprites for unlinking.
|
|
int link_stat;
|
|
sectortype* link_sector;
|
|
DCoreActor* prevStat, * nextStat;
|
|
DCoreActor* prevSect, * nextSect;
|
|
FWallSpriteInfo* wallspriteinfo; // this is render data but needs to be attached to the actor so it can be found.
|
|
|
|
spritetype spr;
|
|
spriteext_t sprext;
|
|
spritesmooth_t spsmooth;
|
|
|
|
DVector3 opos;
|
|
int time;
|
|
DAngle oang;
|
|
DVector3 vel;
|
|
|
|
int16_t spritesetindex;
|
|
|
|
|
|
DCoreActor() = default;
|
|
virtual ~DCoreActor() = default;
|
|
DCoreActor(const DCoreActor& other) = delete; // we also do not want to allow copies.
|
|
DCoreActor& operator=(const DCoreActor& other) = delete;
|
|
|
|
virtual void Serialize(FSerializer& arc);
|
|
|
|
virtual void BeginPlay() {}
|
|
void OnDestroy() override;
|
|
size_t PropagateMark() override;
|
|
int GetOffsetAndHeight(int& height);
|
|
|
|
bool exists() const
|
|
{
|
|
return (unsigned)spr.statnum < MAXSTATUS;
|
|
}
|
|
|
|
int GetIndex() const
|
|
{
|
|
// This is only identical with the sprite index for items spawned at map start.
|
|
return time;
|
|
}
|
|
|
|
const vec3_t int_pos() const
|
|
{
|
|
return { int(spr.pos.X * worldtoint), int(spr.pos.Y * worldtoint), int(spr.pos.Z * zworldtoint) };
|
|
}
|
|
|
|
void set_int_z(int z)
|
|
{
|
|
spr.pos.Z = z * zinttoworld;
|
|
}
|
|
|
|
void add_int_z(int z)
|
|
{
|
|
spr.pos.Z += z * zinttoworld;
|
|
}
|
|
|
|
void add_int_pos(const vec3_t& add)
|
|
{
|
|
spr.pos += { add.X* inttoworld, add.Y* inttoworld, add.Z* zinttoworld };
|
|
}
|
|
|
|
constexpr int int_ang() const
|
|
{
|
|
return spr.angle.Buildang();
|
|
}
|
|
|
|
void set_int_ang(int a)
|
|
{
|
|
spr.angle = DAngle::fromBuild(a);
|
|
}
|
|
|
|
void add_int_ang(int a)
|
|
{
|
|
spr.angle += DAngle::fromBuild(a);
|
|
}
|
|
|
|
void norm_ang()
|
|
{
|
|
spr.angle = spr.angle.Normalized360();
|
|
}
|
|
|
|
int int_zvel() const
|
|
{
|
|
return vel.Z * zworldtoint;
|
|
}
|
|
|
|
void set_int_zvel(int v)
|
|
{
|
|
vel.Z = v * zinttoworld;
|
|
}
|
|
|
|
void add_int_zvel(int v)
|
|
{
|
|
vel.Z += v * zinttoworld;
|
|
}
|
|
|
|
// Note: Both Duke and SW use Q12.4 for this, Exhumed doesn't seem to treat horizontal velocity with a fixed factor.
|
|
int int_xvel() const
|
|
{
|
|
return vel.X * worldtoint;
|
|
}
|
|
|
|
void set_int_xvel(int v)
|
|
{
|
|
vel.X = v * inttoworld;
|
|
}
|
|
|
|
vec3_t int_vel() const
|
|
{
|
|
return vec3_t(FloatToFixed(vel.X), FloatToFixed(vel.Y), FloatToFixed(vel.Z));
|
|
}
|
|
|
|
void set_int_bvel_x(int x)
|
|
{
|
|
vel .X = FixedToFloat(x);
|
|
}
|
|
|
|
void set_int_bvel_y(int x)
|
|
{
|
|
vel .Y = FixedToFloat(x);
|
|
}
|
|
|
|
void set_int_bvel_z(int x)
|
|
{
|
|
vel .Z = FixedToFloat(x);
|
|
}
|
|
|
|
void add_int_bvel_x(int x)
|
|
{
|
|
vel .X += FixedToFloat(x);
|
|
}
|
|
|
|
void add_int_bvel_y(int x)
|
|
{
|
|
vel .Y += FixedToFloat(x);
|
|
}
|
|
|
|
void add_int_bvel_z(int x)
|
|
{
|
|
vel .Z += FixedToFloat(x);
|
|
}
|
|
|
|
void ZeroVelocityXY()
|
|
{
|
|
vel .X = vel .Y = 0;
|
|
}
|
|
|
|
void ZeroVelocity()
|
|
{
|
|
vel = { 0,0,0 };
|
|
}
|
|
|
|
DVector3 interpolatedpos(double const interpfrac)
|
|
{
|
|
return ::interpolatedvalue(opos, spr.pos, interpfrac);
|
|
}
|
|
|
|
DAngle interpolatedangle(double const interpfrac)
|
|
{
|
|
return ::interpolatedvalue(oang, spr.angle, interpfrac);
|
|
}
|
|
|
|
void backupz()
|
|
{
|
|
opos.Z = spr.pos.Z;
|
|
}
|
|
|
|
void backupvec2()
|
|
{
|
|
opos.XY() = spr.pos.XY();
|
|
}
|
|
|
|
void backuppos()
|
|
{
|
|
opos = spr.pos;
|
|
}
|
|
|
|
void backupang()
|
|
{
|
|
oang = spr.angle;
|
|
}
|
|
|
|
void backuploc()
|
|
{
|
|
backuppos();
|
|
backupang();
|
|
}
|
|
|
|
sectortype* sector() const
|
|
{
|
|
return spr.sectp;
|
|
}
|
|
|
|
bool insector() const
|
|
{
|
|
return spr.sectp != nullptr;
|
|
}
|
|
|
|
void setsector(sectortype* sect)
|
|
{
|
|
// place for asserts.
|
|
spr.sectp = sect;
|
|
}
|
|
|
|
int sectno() const
|
|
{
|
|
return spr.sectp ? ::sector.IndexOf(spr.sectp) : -1;
|
|
}
|
|
|
|
auto spriteset() const
|
|
{
|
|
return static_cast<PClassActor*>(GetClass())->ActorInfo()->SpriteSet;
|
|
}
|
|
|
|
double fClipdist() const
|
|
{
|
|
return spr. clipdist * 0.25;
|
|
}
|
|
|
|
int int_clipdist()
|
|
{
|
|
return spr. clipdist << 2;
|
|
}
|
|
|
|
void set_native_clipdist(int val)
|
|
{
|
|
spr. clipdist = val;
|
|
}
|
|
|
|
int native_clipdist()
|
|
{
|
|
return spr. clipdist;
|
|
}
|
|
|
|
void set_const_clipdist(int val) // only for searching purposes
|
|
{
|
|
spr. clipdist = val;
|
|
}
|
|
|
|
void copy_clipdist(DCoreActor* other)
|
|
{
|
|
spr. clipdist = other->spr. clipdist;
|
|
}
|
|
|
|
};
|
|
|
|
// holds pointers to the game-side actors.
|
|
extern TArray<sectortype> sector;
|
|
extern TArray<walltype> wall;
|
|
|
|
|
|
// Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did.
|
|
// Gonna be fun to globally replace these to finally lift the limit this imposes on map size.
|
|
// Names taken from DukeGDX
|
|
enum EHitBits
|
|
{
|
|
kHitNone = 0,
|
|
kHitTypeMask = 0xC000,
|
|
kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit
|
|
kHitIndexMask = 0x3FFF,
|
|
kHitSector = 0x4000,
|
|
kHitWall = 0x8000,
|
|
kHitSprite = 0xC000,
|
|
kHitVoid = 0x10000, // SW only
|
|
|
|
|
|
};
|
|
|
|
// This serves as input/output for all functions dealing with collisions, hits, etc.
|
|
// Not all utilities use all variables.
|
|
struct HitInfoBase
|
|
{
|
|
DVector3 hitpos;
|
|
sectortype* hitSector;
|
|
walltype* hitWall;
|
|
DCoreActor* hitActor;
|
|
|
|
void clearObj()
|
|
{
|
|
hitSector = nullptr;
|
|
hitWall = nullptr;
|
|
hitActor = nullptr;
|
|
}
|
|
|
|
const vec3_t int_hitpos() const
|
|
{
|
|
return { int(hitpos.X * worldtoint), int(hitpos.Y * worldtoint), int(hitpos.Z * zworldtoint), };
|
|
}
|
|
};
|
|
|
|
template<class T>
|
|
struct THitInfo : public HitInfoBase
|
|
{
|
|
T* actor() const { return static_cast<T*>(hitActor); }
|
|
};
|
|
|
|
|
|
struct CollisionBase
|
|
{
|
|
int type;
|
|
int exbits; // extended game-side info (only used by Exhumed)
|
|
union
|
|
{
|
|
// can only have one at a time
|
|
sectortype* hitSector;
|
|
walltype* hitWall;
|
|
DCoreActor* hitActor;
|
|
};
|
|
|
|
void invalidate()
|
|
{
|
|
type = -1; // something invalid that's not a valid hit type.
|
|
hitSector = nullptr;
|
|
}
|
|
|
|
int setNone()
|
|
{
|
|
*this = {};
|
|
return kHitNone;
|
|
}
|
|
|
|
int setSector(int num)
|
|
{
|
|
*this = {};
|
|
type = kHitSector;
|
|
hitSector = §or[num];
|
|
return kHitSector;
|
|
}
|
|
|
|
int setSector(sectortype* num)
|
|
{
|
|
*this = {};
|
|
type = kHitSector;
|
|
hitSector = num;
|
|
return kHitSector;
|
|
}
|
|
|
|
int setWall(int num)
|
|
{
|
|
*this = {};
|
|
type = kHitWall;
|
|
hitWall = &wall[num];
|
|
return kHitWall;
|
|
}
|
|
|
|
int setWall(walltype* num)
|
|
{
|
|
*this = {};
|
|
type = kHitWall;
|
|
hitWall = num;
|
|
return kHitWall;
|
|
}
|
|
|
|
int setSprite(DCoreActor* num)
|
|
{
|
|
*this = {};
|
|
type = kHitSprite;
|
|
hitActor = num;
|
|
return kHitSprite;
|
|
}
|
|
|
|
int setVoid()
|
|
{
|
|
hitSector = nullptr;
|
|
type = kHitVoid;
|
|
return kHitVoid;
|
|
}
|
|
};
|
|
|
|
template<class T>
|
|
struct TCollision : public CollisionBase
|
|
{
|
|
T* actor() const
|
|
{
|
|
return static_cast<T*>(hitActor);
|
|
}
|
|
|
|
// normally collision data is short lived, this is only needed in some very rare circumstances.
|
|
T* safeActor()
|
|
{
|
|
return static_cast<T*>(GC::ReadBarrier(hitActor));
|
|
}
|
|
|
|
auto operator=(const CollisionBase& other)
|
|
{
|
|
*(CollisionBase*)this = other;
|
|
return *this;
|
|
}
|
|
};
|
|
|
|
|
|
struct ActorStatList
|
|
{
|
|
DCoreActor* firstEntry, * lastEntry;
|
|
};
|
|
|
|
extern ActorStatList statList[MAXSTATUS];
|
|
|
|
template<class TActor>
|
|
class TStatIterator
|
|
{
|
|
DCoreActor* next;
|
|
public:
|
|
TStatIterator(int stat)
|
|
{
|
|
next = statList[stat].firstEntry;
|
|
}
|
|
|
|
void Reset(int stat)
|
|
{
|
|
next = statList[stat].firstEntry;
|
|
}
|
|
|
|
TActor* Next()
|
|
{
|
|
auto n = next;
|
|
if (next) next = next->nextStat;
|
|
return static_cast<TActor*>(n);
|
|
}
|
|
|
|
TActor* Peek()
|
|
{
|
|
return static_cast<TActor*>(next);
|
|
}
|
|
};
|
|
|
|
template<class TActor>
|
|
class TSectIterator
|
|
{
|
|
DCoreActor* next;
|
|
public:
|
|
//[[deprecated]]
|
|
TSectIterator(int stat)
|
|
{
|
|
next = sector[stat].firstEntry;
|
|
}
|
|
|
|
TSectIterator(sectortype* stat)
|
|
{
|
|
next = stat->firstEntry;
|
|
}
|
|
|
|
//[[deprecated]]
|
|
void Reset(int stat)
|
|
{
|
|
next = sector[stat].firstEntry;
|
|
}
|
|
|
|
void Reset(sectortype* stat)
|
|
{
|
|
next = stat->firstEntry;
|
|
}
|
|
|
|
|
|
TActor* Next()
|
|
{
|
|
auto n = next;
|
|
if (next) next = next->nextSect;
|
|
return static_cast<TActor*>(n);
|
|
}
|
|
|
|
TActor* Peek()
|
|
{
|
|
return static_cast<TActor*>(next);
|
|
}
|
|
};
|
|
|
|
// An iterator to iterate over all sprites.
|
|
template<class TActor>
|
|
class TSpriteIterator
|
|
{
|
|
TStatIterator<TActor> it;
|
|
int stat = 0;
|
|
|
|
public:
|
|
TSpriteIterator() : it(0) {}
|
|
|
|
TActor* Next()
|
|
{
|
|
while (stat < MAXSTATUS)
|
|
{
|
|
auto ac = it.Next();
|
|
if (ac) return ac;
|
|
stat++;
|
|
if (stat < MAXSTATUS) it.Reset(stat);
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
stat = 0;
|
|
it.Reset(0);
|
|
}
|
|
};
|
|
|
|
using CoreSectIterator = TSectIterator<DCoreActor>;
|
|
|
|
DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool forcetail = false);
|
|
void ChangeActorSect(DCoreActor* actor, sectortype* sector, bool forcetail = false);
|
|
int ChangeActorStat(DCoreActor* actor, int nStatus, bool forcetail = false);
|
|
void InitSpriteLists();
|
|
|
|
|
|
void SetActorZ(DCoreActor* actor, const DVector3& newpos);
|
|
void SetActor(DCoreActor* actor, const DVector3& newpos);
|
|
|
|
inline int clipmove(vec3_t& pos, sectortype** const sect, int xvect, int yvect,
|
|
int const walldist, int const ceildist, int const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
|
|
{
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
result = clipmove_(&pos, §no, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return result.type;
|
|
}
|
|
|
|
inline int clipmove(DVector3& pos, sectortype** const sect, int xvect, int yvect,
|
|
int const walldist, int const ceildist, int const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
|
|
{
|
|
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
|
int res = clipmove(vect, sect, xvect, yvect, walldist, ceildist, flordist, cliptype, result, clipmoveboxtracenum);
|
|
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
|
|
return res;
|
|
}
|
|
|
|
inline int clipmove(DVector3& pos, sectortype** const sect, int xvect, int yvect,
|
|
int const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
|
|
{
|
|
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
|
int res = clipmove(vect, sect, xvect, yvect, walldist, int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, result, clipmoveboxtracenum);
|
|
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
|
|
return res;
|
|
}
|
|
|
|
// this one should be the final version everything needs to migrate to
|
|
inline int clipmove(DVector3& pos, sectortype** const sect, const DVector2& mvec,
|
|
double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
|
|
{
|
|
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
|
int res = clipmove(vect, sect, FloatToFixed<18>(mvec.X), FloatToFixed<18>(mvec.Y), int(walldist * worldtoint), int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, result, clipmoveboxtracenum);
|
|
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
|
|
return res;
|
|
}
|
|
|
|
|
|
inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
int res = pushmove_(vect, §no, walldist, ceildist, flordist, cliptype, clear);
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return res;
|
|
}
|
|
|
|
inline int pushmove(DVector3& pos, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
int res = pushmove_(&vect, §no, walldist, ceildist, flordist, cliptype, clear);
|
|
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return res;
|
|
}
|
|
|
|
inline int pushmove(DVector3& pos, sectortype** const sect, int32_t const walldist, double const ceildist, double const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
int res = pushmove_(&vect, §no, walldist, int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, clear);
|
|
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return res;
|
|
}
|
|
|
|
#if 0
|
|
inline int pushmove(DVector3& pos, sectortype** const sect, double const walldist, double const ceildist, double const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
int res = pushmove_(&vect, §no, walldist * worldtoint, ceildist * worldtoint, flordist * worldtoint, cliptype, clear);
|
|
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return res;
|
|
}
|
|
#endif
|
|
|
|
inline int pushmove(DCoreActor* actor, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
return pushmove(actor->spr.pos, sect, walldist, ceildist, flordist, cliptype, clear);
|
|
}
|
|
|
|
tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor);
|
|
|
|
inline PClassActor* PClass::FindActor(FName name)
|
|
{
|
|
auto cls = FindClass(name);
|
|
return cls && cls->IsDescendantOf(RUNTIME_CLASS(DCoreActor)) ? static_cast<PClassActor*>(cls) : nullptr;
|
|
}
|
|
|
|
inline DCoreActor* GetDefaultByType(const PClass* type)
|
|
{
|
|
return (DCoreActor*)(type->Defaults);
|
|
}
|
|
|