mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
a3493048e7
Map hacks do not work in this commit!
384 lines
8.1 KiB
C++
384 lines
8.1 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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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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bool exists() const
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{
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return (unsigned)s().statnum < MAXSTATUS;
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}
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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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spriteext_t& sx() const
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{
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return spriteext[index];
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}
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spritesmooth_t& sm() const
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{
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return spritesmooth[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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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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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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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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template<class T>
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struct THitInfo : public HitInfoBase
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{
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T* actor() const { return static_cast<T*>(hitActor); }
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};
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struct CollisionBase
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{
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int type;
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int exbits; // extended game-side info (only used by Exhumed)
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union
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{
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// can only have one at a time
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sectortype* hitSector;
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walltype* hitWall;
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DCoreActor* hitActor;
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};
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void invalidate()
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{
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type = -1; // something invalid that's not a valid hit type.
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hitSector = nullptr;
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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 setSector(sectortype* num)
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{
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*this = {};
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type = kHitSector;
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hitSector = 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 setWall(walltype* num)
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{
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*this = {};
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type = kHitWall;
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hitWall = 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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hitSector = nullptr;
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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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int 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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};
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template<class T>
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struct TCollision : public CollisionBase
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{
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T* actor() const { return static_cast<T*>(hitActor); }
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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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void Reset()
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{
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stat = 0;
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it.Reset(0);
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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 = actorArray[index++];
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if (p->s().statnum != MAXSTATUS) return static_cast<TActor*>(p);
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}
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return nullptr;
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}
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};
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using CoreSectIterator = TSectIterator<DCoreActor>;
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inline void ChangeActorStat(DCoreActor* actor, int stat)
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{
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changespritestat(actor->GetSpriteIndex(), stat);
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}
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inline void ChangeActorSect(DCoreActor* actor, sectortype* sect)
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{
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changespritesect(actor->GetSpriteIndex(), sector.IndexOf(sect));
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}
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void SetActorZ(DCoreActor* actor, const vec3_t* newpos);
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void SetActor(DCoreActor* actor, const vec3_t* newpos);
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inline void SetActor(DCoreActor* actor, const vec3_t& newpos)
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{
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SetActor(actor, &newpos);
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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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return res;
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}
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inline int clipmove(vec3_t& pos, sectortype** const sect, int xvect, int yvect,
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int const walldist, int const ceildist, int const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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{
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int sectno = *sect ? sector.IndexOf(*sect) : -1;
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int res = clipmove_(&pos, §no, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
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*sect = sectno == -1 ? nullptr : §or[sectno];
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return result.setFromEngine(res);
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}
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inline void neartag(const vec3_t& pos, sectortype* sect, int angle, HitInfoBase& result, int neartagrange, int tagsearch)
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{
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short ntsect, ntwal, ntsprt;
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int ntdist;
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neartag_(pos.x, pos.y, pos.z, sect == nullptr ? -1 : sector.IndexOf(sect), angle, &ntsect, &ntwal, &ntsprt, &ntdist, neartagrange, tagsearch);
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result.hitpos.x = ntdist;
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result.hitSector = ntsect == -1 ? nullptr : §or[ntsect];
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result.hitWall = ntwal == -1 ? nullptr : &wall[ntwal];
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result.hitActor = ntsprt == -1 ? nullptr : actorArray[ntsprt];
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}
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inline void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz,
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CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
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{
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int fh, ch;
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getzrange_(&pos, sector.IndexOf(sect), ceilz, &ch, florz, &fh, walldist, cliptype);
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ceilhit.setFromEngine(ch);
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florhit.setFromEngine(fh);
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}
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inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true)
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{
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int sectno = *sect ? sector.IndexOf(*sect) : -1;
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int res = pushmove_(vect, §no, walldist, ceildist, flordist, cliptype, clear);
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*sect = sectno == -1 ? nullptr : §or[sectno];
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return res;
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}
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