raze/source/core/coreactor.h
Christoph Oelckers fe6fcdff1f - use DAngle for actors
Note that intangle needs to be kept - primarily for SW's ST tags.
2022-10-05 00:36:29 +02:00

601 lines
12 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;
int16_t oang;
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 };
}
void set_int_pos(const vec3_t& add)
{
spr.pos = { add.X* inttoworld, add.Y* inttoworld, add.Z* zinttoworld };
}
void copyXY(DCoreActor* other)
{
spr.pos.X = other->spr.pos.X;
spr.pos.Y = other->spr.pos.Y;
}
void set_int_xy(int x, int y)
{
spr.pos.X = x * inttoworld;
spr.pos.Y = y * inttoworld;
}
constexpr int16_t 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()
{
}
// Same as above but with invertex y and z axes to match the renderer's coordinate system.
DVector3 render_pos() const
{
return { spr.pos.X, -spr.pos.Y, -spr.pos.Z };
}
double interpolatedx(double const smoothratio, int const scale = 16)
{
return interpolatedvaluef(opos.X, spr.pos.X, smoothratio, scale);
}
double interpolatedy(double const smoothratio, int const scale = 16)
{
return interpolatedvaluef(opos.Y, spr.pos.Y, smoothratio, scale);
}
double interpolatedz(double const smoothratio, int const scale = 16)
{
return interpolatedvalue(opos.Z, spr.pos.Z, smoothratio, scale);
}
DVector2 interpolatedvec2(double const smoothratio, int const scale = 16)
{
return
{
interpolatedx(smoothratio, scale),
interpolatedy(smoothratio, scale)
};
}
DVector3 interpolatedvec3(double const smoothratio, int const scale = 16)
{
return
{
interpolatedx(smoothratio, scale),
interpolatedy(smoothratio, scale),
interpolatedz(smoothratio, scale)
};
}
int32_t __interpolatedx(double const smoothratio, int const scale = 16)
{
return interpolatedx(smoothratio, scale) * worldtoint;
}
int32_t __interpolatedy(double const smoothratio, int const scale = 16)
{
return interpolatedy(smoothratio, scale) * worldtoint;
}
int32_t __interpolatedz(double const smoothratio, int const scale = 16)
{
return interpolatedz(smoothratio, scale) * zworldtoint;
}
vec2_t __interpolatedvec2(double const smoothratio, int const scale = 16)
{
return
{
(int)(interpolatedx(smoothratio, scale) * worldtoint),
(int)(interpolatedy(smoothratio, scale) * worldtoint)
};
}
int16_t interpolatedang(double const smoothratio)
{
return interpolatedangle(oang, int_ang(), smoothratio, 16);
}
void backupx()
{
opos.X = spr.pos.X;
}
void backupy()
{
opos.Y = spr.pos.Y;
}
void backupz()
{
opos.Z = spr.pos.Z;
}
void backupvec2()
{
backupx();
backupy();
}
void backuppos()
{
opos = spr.pos;
}
void backupang()
{
oang = int_ang();
}
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;
}
};
// 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
{
vec3_t hitpos;
sectortype* hitSector;
walltype* hitWall;
DCoreActor* hitActor;
void clearObj()
{
hitSector = nullptr;
hitWall = nullptr;
hitActor = nullptr;
}
};
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 = &sector[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 vec3_t* newpos);
void SetActor(DCoreActor* actor, const vec3_t* newpos);
inline void SetActor(DCoreActor* actor, const vec3_t& newpos)
{
SetActor(actor, &newpos);
}
inline void SetActorZ(DCoreActor* actor, const vec3_t& newpos)
{
SetActorZ(actor, &newpos);
}
inline void SetActor(DCoreActor* actor, const DVector3& newpos)
{
vec3_t ipos = { int(newpos.X * worldtoint), int(newpos.Y * worldtoint), int(newpos.Z * zworldtoint) };
SetActor(actor, &ipos);
}
inline void SetActorZ(DCoreActor* actor, const DVector3& newpos)
{
vec3_t ipos = { int(newpos.X * worldtoint), int(newpos.Y * worldtoint), int(newpos.Z * zworldtoint) };
SetActorZ(actor, &ipos);
}
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, &sectno, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
*sect = sectno == -1 ? nullptr : &sector[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 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, &sectno, walldist, ceildist, flordist, cliptype, clear);
*sect = sectno == -1 ? nullptr : &sector[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, &sectno, walldist, ceildist, flordist, cliptype, clear);
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
*sect = sectno == -1 ? nullptr : &sector[sectno];
return res;
}
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);
}