mirror of
https://github.com/DrBeef/Raze.git
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288 lines
5.9 KiB
C++
288 lines
5.9 KiB
C++
#pragma once
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#include <stdint.h>
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#include "build.h"
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#include "iterators.h"
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#include "serializer.h"
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class DCoreActor
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{
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// common part of the game actors
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protected:
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int index;
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public:
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spritetype& s() const
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{
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return sprite[index];
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}
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int GetIndex() const
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{
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// For error printing only! This is only identical with the sprite index for items spawned at map start.
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return s().time;
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}
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int GetSpriteIndex() const
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{
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// this is only here to mark places that need changing later! It will be removed once the sprite array goes.
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return index;
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}
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sectortype* sector() const
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{
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return s().sector();
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}
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bool insector() const
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{
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return s().insector();
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}
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};
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// holds pointers to the game-side actors.
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inline DCoreActor* actorArray[16384];
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extern TArray<sectortype> sector;
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extern TArray<walltype> wall;
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// Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did.
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// Gonna be fun to globally replace these to finally lift the limit this imposes on map size.
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// Names taken from DukeGDX
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enum EHitBits
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{
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kHitNone = 0,
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kHitTypeHitscan = 1, // hitscan results are not exclusive
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kHitTypeMask = 0xC000,
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kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit
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kHitIndexMask = 0x3FFF,
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kHitSector = 0x4000,
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kHitWall = 0x8000,
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kHitSprite = 0xC000,
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kHitVoid = 0x10000, // SW only
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};
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DCoreActor*& w, DCoreActor** def)
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{
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int index = w ? w->GetSpriteIndex() : -1;
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Serialize(arc, keyname, index, nullptr);
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if (arc.isReading()) w = index == -1 ? nullptr : actorArray[index];
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return arc;
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}
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// This serves as input/output for all functions dealing with collisions, hits, etc.
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// Not all utilities use all variables.
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struct HitInfoBase
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{
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int type;
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vec3_t hitpos;
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sectortype* hitSector;
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walltype* hitWall;
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DCoreActor* hitActor;
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HitInfoBase() = default;
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explicit HitInfoBase(int legacyval) { setFromEngine(legacyval); }
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void invalidate()
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{
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*this = {};
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type = -1; // something invalid that's not a valid hit type.
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}
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int setNone()
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{
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*this = {};
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return kHitNone;
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}
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int setSector(int num)
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{
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*this = {};
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type = kHitSector;
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hitSector = §or[num];
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return kHitSector;
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}
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int setWall(int num)
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{
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*this = {};
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type = kHitWall;
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hitWall = &wall[num];
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return kHitWall;
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}
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int setSprite(int num)
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{
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*this = {};
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type = kHitSprite;
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hitActor = actorArray[num];
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return kHitSprite;
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}
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int setSprite(DCoreActor* num)
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{
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*this = {};
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type = kHitSprite;
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hitActor = num;
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return kHitSprite;
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}
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int setVoid()
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{
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*this = {};
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type = kHitVoid;
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return kHitVoid;
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}
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// this hack job needs to go. We still need it for the time being.
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int setFromEngine(int value)
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{
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type = value & kHitTypeMaskSW;
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if (type == kHitSector) setSector(value & kHitIndexMask);
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else if (type == kHitWall) setWall(value & kHitIndexMask);
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else if (type == kHitSprite) setSprite(value & kHitIndexMask);
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else setNone();
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return type;
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}
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void clearObj()
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{
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hitSector = nullptr;
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hitWall = nullptr;
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hitActor = nullptr;
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}
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};
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// Iterator wrappers that return an actor pointer, not an index.
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template<class TActor>
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class TStatIterator : public StatIterator
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{
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public:
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TStatIterator(int stat) : StatIterator(stat)
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{
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}
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TActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
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}
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TActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
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}
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};
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template<class TActor>
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class TSectIterator : public SectIterator
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{
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public:
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TSectIterator(int stat) : SectIterator(stat)
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{
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}
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TSectIterator(sectortype* stat) : SectIterator(stat)
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{
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}
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TActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
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}
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TActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
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}
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};
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// An iterator to iterate over all sprites.
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template<class TActor>
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class TSpriteIterator
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{
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TStatIterator<TActor> it;
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int stat = 0;
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public:
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TSpriteIterator() : it(0) {}
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TActor* Next()
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{
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while (stat < MAXSTATUS)
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{
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auto ac = it.Next();
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if (ac) return ac;
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stat++;
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if (stat < MAXSTATUS) it.Reset(stat);
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}
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return nullptr;
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}
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};
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// For iterating linearly over map spawned sprites. Will later only be valid on map load
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template<class TActor>
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class TLinearSpriteIterator
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{
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int index = 0;
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public:
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void Reset()
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{
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index = 0;
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}
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TActor* Next()
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{
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while (index < MAXSPRITES)
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{
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auto p = static_cast<TActor*>(actorArray[index++]);
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if (p->s().statnum != MAXSTATUS) return p;
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}
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return nullptr;
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}
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};
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[[deprecated]]
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inline int hitscan(const vec3_t* sv, int sectnum, int vx, int vy, int vz, hitdata_t* hitinfo, unsigned cliptype)
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{
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return hitscan_(sv, sectnum, vx, vy, vz, hitinfo, cliptype);
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}
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[[deprecated]]
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inline int hitscan(int x, int y, int z, int sectnum, int vx, int vy, int vz,
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short* hitsect, short* hitwall, short* hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
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{
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vec3_t v{ x,y,z };
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hitdata_t hd{};
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int res = hitscan_(&v, sectnum, vx, vy, vz, &hd, cliptype);
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if (hitsect) *hitsect = hd.sect;
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if (hitwall) *hitwall = hd.wall;
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if (hitspr) *hitspr = hd.sprite;
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*hitx = hd.pos.x;
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*hity = hd.pos.y;
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*hitz = hd.pos.z;
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return res;
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}
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inline int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& direction, HitInfoBase& hitinfo, unsigned cliptype)
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{
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hitdata_t hd{};
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hd.pos.z = hitinfo.hitpos.z; // this can pass through unaltered.
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int res = hitscan_(&start, sector.IndexOf(startsect), direction.x, direction.y, direction.z, &hd, cliptype);
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hitinfo.hitpos = hd.pos;
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hitinfo.hitSector = hd.sect == -1? nullptr : §or[hd.sect];
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hitinfo.hitWall = hd.wall == -1? nullptr : &wall[hd.wall];
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hitinfo.hitActor = hd.sprite == -1? nullptr : actorArray[hd.sprite];
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hitinfo.type = kHitTypeHitscan;
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return res;
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}
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