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https://github.com/DrBeef/Raze.git
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606 lines
16 KiB
C++
606 lines
16 KiB
C++
#pragma once
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#include "gamecontrol.h"
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#include "build.h"
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#include "coreactor.h"
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#include "intrect.h"
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extern IntRect viewport3d;
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// breadth first search, this gets used multiple times throughout the engine, mainly for iterating over sectors.
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// Only works on indices, this has no knowledge of the actual objects being looked at.
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// All objects of this type operate on the same shared store. Interleaved use is not allowed, nested use is fine.
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class BFSSearch
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{
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static inline TArray<unsigned> store;
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unsigned bitpos;
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unsigned startpos;
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unsigned curpos;
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public:
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enum { EOL = ~0u };
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BFSSearch(unsigned datasize, unsigned startnode)
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{
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bitpos = store.Size();
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unsigned bitsize = (datasize + 31) >> 5;
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store.Reserve(bitsize);
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memset(&store[bitpos], 0, bitsize*4);
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startpos = store.Size();
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curpos = startpos;
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Set(startnode);
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store.Push(startnode);
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}
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// This allows this object to just work as a bit array
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// which is useful for using its shared storage.
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BFSSearch(unsigned datasize)
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{
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bitpos = store.Size();
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unsigned bitsize = (datasize + 31) >> 5;
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store.Reserve(bitsize);
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memset(&store[bitpos], 0, bitsize * 4);
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}
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~BFSSearch()
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{
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store.Clamp(bitpos);
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}
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bool Check(unsigned index) const
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{
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return !!(store[bitpos + (index >> 5)] & (1 << (index & 31)));
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}
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void Set(unsigned index)
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{
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store[bitpos + (index >> 5)] |= (1 << (index & 31));
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}
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private:
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public:
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unsigned GetNext()
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{
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curpos++;
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if (curpos <= store.Size())
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return store[curpos-1];
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else
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return ~0;
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}
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void Rewind()
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{
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curpos = startpos;
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}
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void Add(unsigned elem)
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{
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if (!Check(elem))
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{
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Set(elem);
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store.Push(elem);
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}
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}
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};
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class BFSSectorSearch : public BFSSearch
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{
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public:
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BFSSectorSearch(const sectortype* startnode) : BFSSearch(sector.Size(), sector.IndexOf(startnode))
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{
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}
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bool Check(const sectortype* index) const
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{
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return BFSSearch::Check(sector.IndexOf(index));
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}
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void Set(const sectortype* index)
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{
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BFSSearch::Set(sector.IndexOf(index));
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}
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sectortype* GetNext()
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{
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unsigned ret = BFSSearch::GetNext();
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return ret == EOL? nullptr : §or[ret];
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}
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void Add(sectortype* elem)
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{
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BFSSearch::Add(sector.IndexOf(elem));
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}
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};
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//==========================================================================
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//
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// scans all vertices equivalent with a given spot and performs some work on them.
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//
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//==========================================================================
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template<class func>
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void vertexscan(walltype* startwall, func mark)
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{
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BFSSearch walbitmap(wall.Size());
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// first pass: scan the the next-in-loop of the partner
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auto wal = startwall;
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do
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{
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mark(wal);
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walbitmap.Set(wall.IndexOf(wal));
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if (wal->nextwall < 0) break;
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wal = wal->nextWall()->point2Wall();
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} while (!walbitmap.Check(wall.IndexOf(wal)));
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// second pass: scan the partner of the previous-in-loop.
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wal = startwall;
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while (true)
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{
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auto thelastwall = wal->lastWall();
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// thelastwall can be null here if the map is bogus.
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if (!thelastwall || thelastwall->nextwall < 0) break;
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wal = thelastwall->nextWall();
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if (walbitmap.Check(wall.IndexOf(wal))) break;
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mark(wal);
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walbitmap.Set(wall.IndexOf(wal));
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}
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}
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//---------------------------------------------------------------------------
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//
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// Constants used for Build sine/cosine functions.
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//
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//---------------------------------------------------------------------------
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enum
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{
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BAMBITS = 21,
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BAMUNIT = 1 << BAMBITS,
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SINTABLEBITS = 30,
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SINTABLEUNIT = 1 << SINTABLEBITS,
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BUILDSINBITS = 14,
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BUILDSINSHIFT = SINTABLEBITS - BUILDSINBITS,
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};
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constexpr double BAngRadian = pi::pi() * (1. / 1024.);
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constexpr double BAngToDegree = 360. / 2048.;
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constexpr DAngle DAngleBuildToDeg = DAngle::fromDeg(BAngToDegree);
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extern int sintable[2048];
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inline constexpr double sinscale(const int shift)
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{
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return shift >= -BUILDSINBITS ? uint64_t(1) << (BUILDSINBITS + shift) : 1. / (uint64_t(1) << abs(BUILDSINBITS + shift));
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}
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//---------------------------------------------------------------------------
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//
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// Build sine inline functions.
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//
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//---------------------------------------------------------------------------
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inline int bsin(const int ang, int shift = 0)
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{
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return (shift -= BUILDSINSHIFT) < 0 ? sintable[ang & 2047] >> abs(shift) : sintable[ang & 2047] << shift;
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}
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inline double bsinf(const double ang, const int shift = 0)
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{
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return g_sinbam(ang * BAMUNIT) * sinscale(shift);
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}
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//---------------------------------------------------------------------------
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//
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// Build cosine inline functions.
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//
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// About shifts:
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// -6 -> * 16
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// -7 -> * 8
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// -8 -> * 4
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// -9 -> * 2
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// -10 -> * 1
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//
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//---------------------------------------------------------------------------
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inline int bcos(const int ang, int shift = 0)
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{
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return (shift -= BUILDSINSHIFT) < 0 ? sintable[(ang + 512) & 2047] >> abs(shift) : sintable[(ang + 512) & 2047] << shift;
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}
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inline double bcosf(const double ang, const int shift = 0)
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{
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return g_cosbam(ang * BAMUNIT) * sinscale(shift);
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}
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//---------------------------------------------------------------------------
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//
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// High precision vector angle function, mainly for the renderer.
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//
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//---------------------------------------------------------------------------
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inline int getangle(double xvect, double yvect)
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{
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return DVector2(xvect, yvect).Angle().Buildang();
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}
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inline int getangle(const DVector2& vec)
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{
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return getangle(vec.X, vec.Y);
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}
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inline int getangle(const vec2_t& vec)
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{
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return getangle(vec.X, vec.Y);
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}
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//---------------------------------------------------------------------------
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//
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// Returns an angle delta for Build angles.
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//
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//---------------------------------------------------------------------------
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inline constexpr int getincangle(unsigned a, unsigned na)
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{
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return int((na - a) << 21) >> 21;
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}
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extern double cameradist, cameraclock;
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void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);
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bool calcChaseCamPos(DVector3& ppos, DCoreActor* pspr, sectortype** psectnum, DAngle ang, fixedhoriz horiz, double const smoothratio);
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inline bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* pspr, sectortype** psectnum, DAngle ang, fixedhoriz horiz, double const smoothratio)
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{
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auto pos = DVector3((*px) * inttoworld, (*py) * inttoworld, (*pz) * zinttoworld);
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auto res = calcChaseCamPos(pos, pspr, psectnum, ang, horiz, smoothratio);
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(*px) = pos.X * worldtoint;
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(*py) = pos.Y * worldtoint;
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(*pz) = pos.Z * zworldtoint;
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return res;
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}
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void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
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int getslopeval(sectortype* sect, int x, int y, int z, int planez);
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void setWallSectors();
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void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render = false);
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void GetFlatSpritePosition(DCoreActor* spr, const DVector2& pos, DVector2* out, bool render = false);
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void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render = false);
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enum class EClose
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{
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Outside,
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InFront,
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Behind
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};
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EClose IsCloseToLine(const DVector2& vect, const DVector2& start, const DVector2& end, double walldist);
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EClose IsCloseToWall(const DVector2& vect, walltype* wal, double walldist);
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void checkRotatedWalls();
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bool sectorsConnected(int sect1, int sect2);
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void dragpoint(walltype* wal, int newx, int newy);
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void dragpoint(walltype* wal, const DVector2& pos);
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int32_t inside(double x, double y, const sectortype* sect);
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void getcorrectzsofslope(int sectnum, int dax, int day, int* ceilz, int* florz);
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int getceilzofslopeptr(const sectortype* sec, int dax, int day);
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int getflorzofslopeptr(const sectortype* sec, int dax, int day);
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void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz);
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void getzsofslopeptr(const sectortype* sec, double dax, double day, double* ceilz, double* florz);
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template<class Vector>
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inline int getceilzofslopeptr(const sectortype* sec, const Vector& pos)
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{
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return getceilzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint);
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}
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template<class Vector>
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inline int getflorzofslopeptr(const sectortype* sec, const Vector& pos)
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{
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return getflorzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint);
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}
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template<class Vector>
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inline void getzsofslopeptr(const sectortype* sec, const Vector& pos, int* ceilz, int* florz)
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{
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getzsofslopeptr(sec, int(pos.X * worldtoint), int(pos.Y * worldtoint), ceilz, florz);
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}
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template<class Vector>
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inline void getzsofslopeptr(const sectortype* sec, const Vector& pos, double* ceilz, double* florz)
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{
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getzsofslopeptr(sec, pos.X, pos.Y, ceilz, florz);
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}
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inline double getceilzofslopeptrf(const sectortype* sec, double dax, double day)
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{
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return getceilzofslopeptr(sec, dax * worldtoint, day * worldtoint) * zinttoworld;
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}
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inline double getflorzofslopeptrf(const sectortype* sec, double dax, double day)
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{
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return getflorzofslopeptr(sec, dax * worldtoint, day * worldtoint) * zinttoworld;
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}
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inline double getceilzofslopeptrf(const sectortype* sec, const DVector2& pos)
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{
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return getceilzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint) * zinttoworld;
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}
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inline double getflorzofslopeptrf(const sectortype* sec, const DVector2& pos)
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{
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return getflorzofslopeptr(sec, pos.X * worldtoint, pos.Y * worldtoint) * zinttoworld;
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}
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inline DVector2 rotatepoint(const DVector2& pivot, const DVector2& point, DAngle angle)
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{
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return (point - pivot).Rotated(angle) + pivot;
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}
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enum EFindNextSector
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{
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Find_Floor = 0,
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Find_Ceiling = 1,
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Find_Down = 0,
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Find_Up = 2,
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Find_Safe = 4,
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Find_CeilingUp = Find_Ceiling | Find_Up,
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Find_CeilingDown = Find_Ceiling | Find_Down,
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Find_FloorUp = Find_Floor | Find_Up,
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Find_FloorDown = Find_Floor | Find_Down,
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};
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sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags);
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inline double WallStartX(int wallnum)
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{
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return wall[wallnum].pos.X;
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}
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inline double WallStartY(int wallnum)
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{
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return -wall[wallnum].pos.Y;
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}
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inline double WallEndX(int wallnum)
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{
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return wall[wallnum].point2Wall()->pos.X;
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}
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inline double WallEndY(int wallnum)
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{
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return -wall[wallnum].point2Wall()->pos.Y;
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}
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inline double WallStartX(const walltype* wallnum)
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{
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return wallnum->pos.X;
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}
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inline double WallStartY(const walltype* wallnum)
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{
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return -wallnum->pos.Y;
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}
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inline DVector2 WallStart(const walltype* wallnum)
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{
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return { WallStartX(wallnum), WallStartY(wallnum) };
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}
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inline double WallEndX(const walltype* wallnum)
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{
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return wallnum->point2Wall()->pos.X;
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}
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inline double WallEndY(const walltype* wallnum)
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{
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return -wallnum->point2Wall()->pos.Y;
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}
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inline DVector2 WallEnd(const walltype* wallnum)
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{
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return { WallEndX(wallnum), WallEndY(wallnum) };
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}
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inline DVector2 WallDelta(const walltype* wallnum)
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{
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return WallEnd(wallnum) - WallStart(wallnum);
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}
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inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
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{
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return (x - linex) * deltay - (y - liney) * deltax;
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}
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inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
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{
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return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X;
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}
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template<class T>
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inline double PointOnLineSide(const TVector2<T>& pos, const TVector2<T>& linestart, const TVector2<T>& lineend)
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{
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return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X);
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}
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extern int numshades;
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// Return type is int because this gets passed to variadic functions where structs may produce undefined behavior.
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inline int shadeToLight(int shade)
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{
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shade = clamp(shade, 0, numshades - 1);
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int light = Scale(numshades - 1 - shade, 255, numshades - 1);
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return PalEntry(255, light, light, light);
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}
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inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
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{
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if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
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}
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inline void spriteSetSlope(DCoreActor* actor, int heinum)
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{
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if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
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{
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actor->spr.xoffset = heinum & 255;
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actor->spr.yoffset = (heinum >> 8) & 255;
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actor->spr.cstat = (actor->spr.cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
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}
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}
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inline int spriteGetSlope(DCoreActor* actor)
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{
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return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (uint8_t(actor->spr.yoffset) << 8);
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}
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// same stuff, different flag...
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inline int tspriteGetSlope(const tspritetype* spr)
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{
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return !(spr->clipdist & TSPR_SLOPESPRITE) ? 0 : uint8_t(spr->xoffset) + (int8_t(spr->yoffset) << 8);
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}
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inline int32_t spriteGetZOfSlope(const spritetypebase* tspr, int dax, int day, int heinum)
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{
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if (heinum == 0) return tspr->int_pos().Z;
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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);
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return tspr->int_pos().Z + MulScale(heinum, j, 18);
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}
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inline int inside(int x, int y, const sectortype* sect)
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{
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return inside(x * inttoworld, y * inttoworld, sect);
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}
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// still needed by some parts in the engine.
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inline int inside_p(int x, int y, int sectnum) { return (sectnum >= 0 && inside(x, y, §or[sectnum]) == 1); }
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inline int I_GetBuildTime()
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{
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return I_GetTime(120);
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}
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inline int32_t getangle(walltype* wal)
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{
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return getangle(wal->delta());
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}
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inline TArrayView<walltype> wallsofsector(const sectortype* sec)
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{
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return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
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}
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inline TArrayView<walltype> wallsofsector(int sec)
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{
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return wallsofsector(§or[sec]);
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}
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// these are mainly meant as refactoring aids to mark function calls to work on.
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inline int wallnum(const walltype* wal)
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{
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return wall.IndexOf(wal);
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}
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inline int sectnum(const sectortype* sect)
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{
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return sector.IndexOf(sect);
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}
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inline double SquareDist(double lx1, double ly1, double lx2, double ly2)
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{
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double dx = lx2 - lx1;
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double dy = ly2 - ly1;
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return dx * dx + dy * dy;
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}
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inline DVector2 NearestPointLine(double px, double py, const walltype* wal)
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{
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double lx1 = wal->pos.X;
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double ly1 = wal->pos.Y;
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double lx2 = wal->point2Wall()->pos.X;
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double ly2 = wal->point2Wall()->pos.Y;
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double wall_length = SquareDist(lx1, ly1, lx2, ly2);
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if (wall_length == 0) return { lx1, ly1 };
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double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
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double xx = lx1 + t * (lx2 - lx1);
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double yy = ly1 + t * (ly2 - ly1);
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return { xx, yy };
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}
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inline DVector2 NearestPointOnWall(double px, double py, const walltype* wal)
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{
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double lx1 = wal->pos.X;
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double ly1 = wal->pos.Y;
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double lx2 = wal->point2Wall()->pos.X;
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double ly2 = wal->point2Wall()->pos.Y;
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double wall_length = SquareDist(lx1, ly1, lx2, ly2);
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if (wall_length == 0) return { lx1, ly1 };
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double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
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if (t <= 0) return { lx1, ly1 };
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if (t >= 1) return { lx2, ly2 };
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double xx = lx1 + t * (lx2 - lx1);
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double yy = ly1 + t * (ly2 - ly1);
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return { xx, yy };
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}
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inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
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{
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auto pt = NearestPointOnWall(px, py, wal);
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if (point) *point = pt;
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return SquareDist(px, py, pt.X, pt.Y);
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}
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double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point = nullptr);
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inline double SquareDistToLine(double px, double py, double lx1, double ly1, double lx2, double ly2)
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{
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double wall_length = SquareDist(lx1, ly1, lx2, ly2);
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|
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if (wall_length == 0) return SquareDist(px, py, lx1, ly1);
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|
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double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
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t = clamp(t, 0., 1.);
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double xx = lx1 + t * (lx2 - lx1);
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double yy = ly1 + t * (ly2 - ly1);
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return SquareDist(px, py, xx, yy);
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}
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inline void alignceilslope(sectortype* sect, int x, int y, int z)
|
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{
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sect->setceilingslope(getslopeval(sect, x, y, z, sect->int_ceilingz()));
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}
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inline void alignflorslope(sectortype* sect, int x, int y, int z)
|
|
{
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sect->setfloorslope(getslopeval(sect, x, y, z, sect->int_floorz()));
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|
}
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inline void alignceilslope(sectortype* sect, const DVector3& pos)
|
|
{
|
|
sect->setceilingslope(getslopeval(sect, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, sect->int_ceilingz()));
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|
}
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|
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inline void alignflorslope(sectortype* sect, const DVector3& pos)
|
|
{
|
|
sect->setfloorslope(getslopeval(sect, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, sect->int_floorz()));
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}
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#include "updatesector.h"
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