mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
bbb860ccf3
Using a template class that can adapt to the game specific types.
419 lines
10 KiB
C++
419 lines
10 KiB
C++
#pragma once
|
|
|
|
#include <stdint.h>
|
|
#include "build.h"
|
|
#include "iterators.h"
|
|
|
|
class DCoreActor
|
|
{
|
|
// common part of the game actors
|
|
protected:
|
|
int index;
|
|
|
|
public:
|
|
|
|
spritetype& s() const
|
|
{
|
|
return sprite[index];
|
|
}
|
|
|
|
int GetIndex() const
|
|
{
|
|
// For error printing only! This is only identical with the sprite index for items spawned at map start.
|
|
return s().time;
|
|
}
|
|
|
|
int GetSpriteIndex() const
|
|
{
|
|
// this is only here to mark places that need changing later! It will be removed once the sprite array goes.
|
|
return index;
|
|
}
|
|
|
|
sectortype* sector() const
|
|
{
|
|
return s().sector();
|
|
}
|
|
|
|
bool insector() const
|
|
{
|
|
return s().insector();
|
|
}
|
|
|
|
};
|
|
|
|
// holds pointers to the game-side actors.
|
|
inline DCoreActor* actorArray[16384];
|
|
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
|
|
|
|
|
|
};
|
|
|
|
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DCoreActor*& w, DCoreActor** def)
|
|
{
|
|
int index = w ? w->GetSpriteIndex() : -1;
|
|
Serialize(arc, keyname, index, nullptr);
|
|
if (arc.isReading()) w = index == -1 ? nullptr : actorArray[index];
|
|
return arc;
|
|
}
|
|
|
|
// 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 = §or[num];
|
|
return kHitSector;
|
|
}
|
|
|
|
int setSector(sectortype* num)
|
|
{
|
|
*this = {};
|
|
type = kHitSector;
|
|
hitSector = num;
|
|
return kHitSector;
|
|
}
|
|
|
|
int setWall(int num)
|
|
{
|
|
*this = {};
|
|
type = kHitWall;
|
|
hitWall = &wall[num];
|
|
return kHitWall;
|
|
}
|
|
|
|
int setWall(walltype* num)
|
|
{
|
|
*this = {};
|
|
type = kHitWall;
|
|
hitWall = num;
|
|
return kHitWall;
|
|
}
|
|
|
|
int setSprite(int num)
|
|
{
|
|
*this = {};
|
|
type = kHitSprite;
|
|
hitActor = actorArray[num];
|
|
return kHitSprite;
|
|
}
|
|
|
|
int setSprite(DCoreActor* num)
|
|
{
|
|
*this = {};
|
|
type = kHitSprite;
|
|
hitActor = num;
|
|
return kHitSprite;
|
|
}
|
|
|
|
int setVoid()
|
|
{
|
|
hitSector = nullptr;
|
|
type = kHitVoid;
|
|
return kHitVoid;
|
|
}
|
|
|
|
// this hack job needs to go. We still need it for the time being.
|
|
int setFromEngine(int value)
|
|
{
|
|
int type = value & kHitTypeMaskSW;
|
|
if (type == kHitSector) setSector(value & kHitIndexMask);
|
|
else if (type == kHitWall) setWall(value & kHitIndexMask);
|
|
else if (type == kHitSprite) setSprite(value & kHitIndexMask);
|
|
else setNone();
|
|
return type;
|
|
}
|
|
};
|
|
|
|
template<class T>
|
|
struct TCollision : public CollisionBase
|
|
{
|
|
T* actor() const { return static_cast<T*>(hitActor); }
|
|
};
|
|
|
|
|
|
|
|
// Iterator wrappers that return an actor pointer, not an index.
|
|
template<class TActor>
|
|
class TStatIterator : public StatIterator
|
|
{
|
|
public:
|
|
TStatIterator(int stat) : StatIterator(stat)
|
|
{
|
|
}
|
|
|
|
TActor* Next()
|
|
{
|
|
int n = NextIndex();
|
|
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
|
|
}
|
|
|
|
TActor* Peek()
|
|
{
|
|
int n = PeekIndex();
|
|
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
|
|
}
|
|
};
|
|
|
|
template<class TActor>
|
|
class TSectIterator : public SectIterator
|
|
{
|
|
public:
|
|
TSectIterator(int stat) : SectIterator(stat)
|
|
{
|
|
}
|
|
|
|
TSectIterator(sectortype* stat) : SectIterator(stat)
|
|
{
|
|
}
|
|
|
|
TActor* Next()
|
|
{
|
|
int n = NextIndex();
|
|
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
|
|
}
|
|
|
|
TActor* Peek()
|
|
{
|
|
int n = PeekIndex();
|
|
return n >= 0 ? static_cast<TActor*>(actorArray[n]) : nullptr;
|
|
}
|
|
};
|
|
|
|
// 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;
|
|
}
|
|
};
|
|
|
|
// For iterating linearly over map spawned sprites. Will later only be valid on map load
|
|
template<class TActor>
|
|
class TLinearSpriteIterator
|
|
{
|
|
int index = 0;
|
|
public:
|
|
|
|
void Reset()
|
|
{
|
|
index = 0;
|
|
}
|
|
|
|
TActor* Next()
|
|
{
|
|
while (index < MAXSPRITES)
|
|
{
|
|
auto p = actorArray[index++];
|
|
if (p->s().statnum != MAXSTATUS) return static_cast<TActor*>(p);
|
|
}
|
|
return nullptr;
|
|
}
|
|
};
|
|
|
|
|
|
[[deprecated]]
|
|
inline int hitscan(const vec3_t* sv, int sectnum, int vx, int vy, int vz, hitdata_t* hitinfo, unsigned cliptype)
|
|
{
|
|
return hitscan_(sv, sectnum, vx, vy, vz, hitinfo, cliptype);
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline int hitscan(int x, int y, int z, int sectnum, int vx, int vy, int vz,
|
|
short* hitsect, short* hitwall, short* hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
|
|
{
|
|
vec3_t v{ x,y,z };
|
|
hitdata_t hd{};
|
|
int res = hitscan_(&v, sectnum, vx, vy, vz, &hd, cliptype);
|
|
if (hitsect) *hitsect = hd.sect;
|
|
if (hitwall) *hitwall = hd.wall;
|
|
if (hitspr) *hitspr = hd.sprite;
|
|
*hitx = hd.pos.x;
|
|
*hity = hd.pos.y;
|
|
*hitz = hd.pos.z;
|
|
return res;
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline int clipmove(vec3_t* const pos, int* const sectnum, int xvect, int yvect,
|
|
int const walldist, int const ceildist, int const flordist, uint32_t const cliptype, int clipmoveboxtracenum = 3)
|
|
{
|
|
return clipmove_(pos, sectnum, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline int32_t clipmove(vec3_t* const pos, sectortype** const sect, int32_t xvect, int32_t yvect,
|
|
int32_t const walldist, int32_t const ceildist, int32_t const flordist, uint32_t const cliptype, int clipmoveboxtracenum = 3)
|
|
{
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
int res = clipmove_(pos, §no, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return res;
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange,
|
|
int16_t* neartagsector, int16_t* neartagwall, int16_t* neartagsprite,
|
|
int32_t* neartaghitdist, int32_t neartagrange, uint8_t tagsearch)
|
|
{
|
|
neartag_(xs, ys, zs, sectnum, ange, neartagsector, neartagwall, neartagsprite, neartaghitdist, neartagrange, tagsearch);
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline void getzrange(const vec3_t* pos, int16_t sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz,
|
|
int32_t* florhit, int32_t walldist, uint32_t cliptype)
|
|
{
|
|
getzrange(pos, sectnum, ceilz, ceilhit, florz, florhit, walldist, cliptype);
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline void getzrange(const vec3_t* pos, sectortype* sect, int32_t* ceilz, int32_t* ceilhit, int32_t* florz,
|
|
int32_t* florhit, int32_t walldist, uint32_t cliptype)
|
|
{
|
|
getzrange_(pos, sector.IndexOf(sect), ceilz, ceilhit, florz, florhit, walldist, cliptype);
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline void getzrange(int x, int y, int z, int16_t sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz,
|
|
int32_t* florhit, int32_t walldist, uint32_t cliptype)
|
|
{
|
|
vec3_t v = { x, y, z };
|
|
getzrange_(&v, sectnum, ceilz, ceilhit, florz, florhit, walldist, cliptype);
|
|
}
|
|
|
|
[[deprecated]]
|
|
inline int pushmove(vec3_t* const vect, int* const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
return pushmove_(vect, sectnum, walldist, ceildist, flordist, cliptype, clear);
|
|
}
|
|
|
|
|
|
|
|
|
|
inline int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& direction, HitInfoBase& hitinfo, unsigned cliptype)
|
|
{
|
|
hitdata_t hd{};
|
|
hd.pos.z = hitinfo.hitpos.z; // this can pass through unaltered.
|
|
int res = hitscan_(&start, sector.IndexOf(startsect), direction.x, direction.y, direction.z, &hd, cliptype);
|
|
hitinfo.hitpos = hd.pos;
|
|
hitinfo.hitSector = hd.sect == -1? nullptr : §or[hd.sect];
|
|
hitinfo.hitWall = hd.wall == -1? nullptr : &wall[hd.wall];
|
|
hitinfo.hitActor = hd.sprite == -1? nullptr : actorArray[hd.sprite];
|
|
return res;
|
|
}
|
|
|
|
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;
|
|
int res = clipmove_(&pos, §no, xvect, yvect, walldist, ceildist, flordist, cliptype, clipmoveboxtracenum);
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return result.setFromEngine(res);
|
|
}
|
|
|
|
inline void neartag(const vec3_t& pos, sectortype* sect, int angle, HitInfoBase& result, int neartagrange, int tagsearch)
|
|
{
|
|
short ntsect, ntwal, ntsprt;
|
|
int ntdist;
|
|
neartag_(pos.x, pos.y, pos.z, sect == nullptr ? -1 : sector.IndexOf(sect), angle, &ntsect, &ntwal, &ntsprt, &ntdist, neartagrange, tagsearch);
|
|
result.hitpos.x = ntdist;
|
|
result.hitSector = ntsect == -1 ? nullptr : §or[ntsect];
|
|
result.hitWall = ntwal == -1 ? nullptr : &wall[ntwal];
|
|
result.hitActor = ntsprt == -1 ? nullptr : actorArray[ntsprt];
|
|
}
|
|
|
|
inline void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz,
|
|
CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
|
|
{
|
|
int fh, ch;
|
|
getzrange_(&pos, sector.IndexOf(sect), ceilz, &ch, florz, &fh, walldist, cliptype);
|
|
ceilhit.setFromEngine(ch);
|
|
florhit.setFromEngine(fh);
|
|
}
|
|
|
|
inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
|
|
uint32_t const cliptype, bool clear = true)
|
|
{
|
|
int sectno = *sect ? sector.IndexOf(*sect) : -1;
|
|
int res = pushmove_(vect, §no, walldist, ceildist, flordist, cliptype, clear);
|
|
*sect = sectno == -1 ? nullptr : §or[sectno];
|
|
return res;
|
|
}
|