mirror of
https://github.com/DrBeef/Raze.git
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831 lines
23 KiB
C++
831 lines
23 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamefuncs.h"
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#include "gamestruct.h"
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#include "intvec.h"
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#include "coreactor.h"
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#include "interpolate.h"
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#include "hw_voxels.h"
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IntRect viewport3d;
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//---------------------------------------------------------------------------
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//
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// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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double cameradist, cameraclock;
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bool calcChaseCamPos(DVector3& ppos, DCoreActor* act, sectortype** psect, DAngle ang, fixedhoriz horiz, double const interpfrac)
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{
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HitInfoBase hitinfo;
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DAngle daang;
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double newdist;
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if (!*psect) return false;
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// Calculate new pos to shoot backwards
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DVector3 npos = gi->chaseCamPos(ang, horiz);
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auto bakcstat = act->spr.cstat;
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act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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updatesectorz(ppos, psect);
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hitscan(ppos, *psect, npos, hitinfo, CLIPMASK1);
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act->spr.cstat = bakcstat;
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auto hpos = hitinfo.hitpos.XY() - ppos.XY();
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if (!*psect) return false;
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// If something is in the way, make cameradist lower if necessary
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if (fabs(npos.X) + fabs(npos.Y) > fabs(hpos.X) + fabs(hpos.Y))
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{
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if (hitinfo.hitWall != nullptr)
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{
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// Push you a little bit off the wall
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*psect = hitinfo.hitSector;
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daang = hitinfo.hitWall->delta().Angle();
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newdist = (npos.X * daang.Sin() + npos.Y * -daang.Cos()) * (1. / 1024.);
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if (fabs(npos.X) > fabs(npos.Y))
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hpos.X -= npos.X * newdist;
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else
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hpos.Y -= npos.Y * newdist;
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}
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else if (hitinfo.hitActor == nullptr)
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{
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// Push you off the ceiling/floor
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*psect = hitinfo.hitSector;
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if (fabs(npos.X) > fabs(npos.Y))
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hpos.X -= npos.X * (1. / 32.);
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else
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hpos.Y -= npos.Y * (1. / 32.);
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}
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else
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{
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// If you hit a sprite that's not a wall sprite - try again.
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auto hit = hitinfo.hitActor;
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if (!(hit->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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bakcstat = hit->spr.cstat;
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hit->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(ppos, act, psect, ang, horiz, interpfrac);
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hit->spr.cstat = bakcstat;
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return false;
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}
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else
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{
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// same as wall calculation.
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daang = act->spr.angle - DAngle90;
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newdist = (npos.X * daang.Sin() + npos.Y * -daang.Cos()) * (1. / 1024.);
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if (fabs(npos.X) > fabs(npos.Y))
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hpos.X -= npos.X * newdist;
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else
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hpos.Y -= npos.Y * newdist;
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}
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}
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newdist = fabs(npos.X) > fabs(npos.Y) ? hpos.X / npos.X : hpos.Y / npos.Y;
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if (newdist < cameradist) cameradist = newdist;
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}
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// Actually move you! (camerdist is 1 if nothing is in the way)
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ppos += npos * cameradist;
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// Calculate clock using GameTicRate so it increases the same rate on all speed computers.
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double myclock = PlayClock + 120 / GameTicRate * interpfrac;
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if (cameraclock == INT_MIN)
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{
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// Third person view was just started.
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cameraclock = myclock;
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}
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// Slowly increase cameradist until it reaches 1.
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cameradist = min(cameradist + ((myclock - cameraclock) * (1. / 64.)), 1.);
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cameraclock = myclock;
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// Make sure psectnum is correct.
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updatesectorz(ppos, psect);
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return true;
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}
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//==========================================================================
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//
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// consolidated slope calculation
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//
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//==========================================================================
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void calcSlope(const sectortype* sec, double xpos, double ypos, double* pceilz, double* pflorz)
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{
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int bits = 0;
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if (pceilz)
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{
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bits |= sec->ceilingstat;
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*pceilz = sec->ceilingz;
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}
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if (pflorz)
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{
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bits |= sec->floorstat;
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*pflorz = sec->floorz;
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}
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if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = sec->firstWall();
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double len = wal->Length();
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if (len != 0)
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{
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float fac = (wal->delta().X * (ypos - wal->pos.Y) - wal->delta().Y * (xpos - wal->pos.X)) / len * (1. / SLOPEVAL_FACTOR);
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if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
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if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
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}
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}
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}
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// only used by clipmove et.al.
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void getcorrectzsofslope(int sectnum, int dax, int day, int* ceilz, int* florz)
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{
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DVector2 closestv;
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SquareDistToSector(dax * inttoworld, day * inttoworld, §or[sectnum], &closestv);
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double ffloorz, fceilz;
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calcSlope(§or[sectnum], closestv.X, closestv.Y, &fceilz, &ffloorz);
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if (ceilz) *ceilz = int(fceilz * zworldtoint);
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if (florz) *florz = int(ffloorz * zworldtoint);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int getslopeval(sectortype* sect, const DVector3& pos, double basez)
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{
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auto wal = sect->firstWall();
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auto delta = wal->delta();
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double i = (pos.Y - wal->pos.Y) * delta.X - (pos.X - wal->pos.X) * delta.Y;
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return i == 0? 0 : SLOPEVAL_FACTOR * (pos.Z - basez) * wal->Length() / i;
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}
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//==========================================================================
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//
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// Calculate the distance to the closest point in the given sector
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//
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//==========================================================================
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double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point)
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{
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if (inside(px, py, sect))
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{
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if (point)
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*point = { px, py };
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return 0;
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}
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double bestdist = DBL_MAX;
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DVector2 bestpt = { px, py };
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for (auto& wal : wallsofsector(sect))
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{
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DVector2 pt;
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auto dist = SquareDistToWall(px, py, &wal, &pt);
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if (dist < bestdist)
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{
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bestdist = dist;
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bestpt = pt;
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}
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}
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if (point) *point = bestpt;
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return bestdist;
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render)
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{
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auto tex = tileGetTexture(spr->picnum);
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double width, xoffset;
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if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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{
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width = TileFiles.tiledata[spr->picnum].hiofs.xsize;
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xoffset = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + spr->xoffset);
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}
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else
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{
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width = tex->GetDisplayWidth();
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xoffset = tex->GetDisplayLeftOffset() + spr->xoffset;
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}
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double x = spr->angle.Sin() * spr->xrepeat * REPEAT_SCALE;
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double y = -spr->angle.Cos() * spr->xrepeat * REPEAT_SCALE;
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if (spr->cstat & CSTAT_SPRITE_XFLIP) xoffset = -xoffset;
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double origin = (width * 0.5) + xoffset;
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out[0].X = pos.X - x * origin;
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out[0].Y = pos.Y - y * origin;
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out[1].X = out[0].X + x * width;
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out[1].Y = out[0].Y + y * width;
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}
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//==========================================================================
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//
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// Calculate the position of a floor sprite in the world
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//
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//==========================================================================
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void TGetFlatSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, double* outz, int heinum, bool render)
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{
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auto tex = tileGetTexture(spr->picnum);
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double width, height, leftofs, topofs;
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double sloperatio = sqrt(heinum * heinum + SLOPEVAL_FACTOR * SLOPEVAL_FACTOR) * (1. / SLOPEVAL_FACTOR);
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double xrepeat = spr->xrepeat * REPEAT_SCALE;
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double yrepeat = spr->yrepeat * REPEAT_SCALE;
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int xo = heinum ? 0 : spr->xoffset;
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int yo = heinum ? 0 : spr->yoffset;
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if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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{
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width = TileFiles.tiledata[spr->picnum].hiofs.xsize * xrepeat;
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height = TileFiles.tiledata[spr->picnum].hiofs.ysize * yrepeat;
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leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + xo) * xrepeat;
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topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + yo) * yrepeat;
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}
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else
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{
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width = (int)tex->GetDisplayWidth() * xrepeat;
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height = (int)tex->GetDisplayHeight() * yrepeat;
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leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * xrepeat;
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topofs = ((int)tex->GetDisplayTopOffset() + yo) * yrepeat;
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}
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if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
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if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
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double sprcenterx = (width * 0.5) + leftofs;
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double sprcentery = (height * 0.5) + topofs;
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double cosang = spr->angle.Cos();
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double sinang = spr->angle.Sin();
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double cosangslope = cosang / sloperatio;
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double sinangslope = sinang / sloperatio;
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out[0].X = pos.X + sinang * sprcenterx + cosangslope * sprcentery;
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out[0].Y = pos.Y + sinangslope * sprcentery - cosang * sprcenterx;
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out[1].X = out[0].X - sinang * width;
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out[1].Y = out[0].Y + cosang * width;
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DVector2 sub = { cosangslope * height, sinangslope * height };
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out[2] = out[1] - sub;
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out[3] = out[0] - sub;
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if (outz)
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{
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if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0;
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else
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{
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for (int i = 0; i < 4; i++)
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{
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outz[i] = (sinang * (out[i].Y - pos.Y) + cosang * (out[i].X - pos.X)) * heinum * (1. / SLOPEVAL_FACTOR);
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}
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}
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}
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}
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void GetFlatSpritePosition(DCoreActor* actor, const DVector2& pos, DVector2* out, double* outz, bool render)
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{
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TGetFlatSpritePosition(&actor->spr, pos, out, outz, spriteGetSlope(actor), render);
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}
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void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render)
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{
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TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render);
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}
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//==========================================================================
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//
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// checks if the given point is sufficiently close to the given line segment.
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//
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//==========================================================================
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EClose IsCloseToLine(const DVector2& point, const DVector2& start, const DVector2& end, double maxdist)
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{
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auto const v1 = start - point;
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auto const v2 = end - point;
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// trivially outside the box.
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if (
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((v1.X < -maxdist) && (v2.X < -maxdist)) || // fully to the left
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((v1.Y < -maxdist) && (v2.Y < -maxdist)) || // fully below
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((v1.X >= maxdist) && (v2.X >= maxdist)) || // fully to the right
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((v1.Y >= maxdist) && (v2.Y >= maxdist))) // fully above
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return EClose::Outside;
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auto waldelta = end - start;
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if (waldelta.X * v1.Y <= waldelta.Y * v1.X)
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{
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// is it in front?
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waldelta.X *= waldelta.X > 0 ? v1.Y + maxdist : v1.Y - maxdist;
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waldelta.Y *= waldelta.Y > 0 ? v1.X - maxdist : v1.X + maxdist;
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return waldelta.X > waldelta.Y ? EClose::InFront : EClose::Outside;
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}
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else
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{
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// or behind?
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waldelta.X *= waldelta.X > 0 ? v1.Y - maxdist : v1.Y + maxdist;
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waldelta.Y *= waldelta.Y > 0 ? v1.X + maxdist : v1.X - maxdist;
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return (waldelta.X <= waldelta.Y) ? EClose::Behind : EClose::Outside;
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}
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}
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EClose IsCloseToWall(const DVector2& point, walltype* wal, double maxdist)
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{
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return IsCloseToLine(point, wal->pos, wal->point2Wall()->pos, maxdist);
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}
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//==========================================================================
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//
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// Check if some walls are set to use rotated textures.
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// Ideally this should just have been done with texture rotation,
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// but the effects on the render code would be too severe due to the alignment mess.
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//
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//==========================================================================
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void checkRotatedWalls()
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{
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for (auto& w : wall)
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{
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if (w.cstat & CSTAT_WALL_ROTATE_90)
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{
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int picnum = w.picnum;
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tileUpdatePicnum(&picnum);
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auto& tile = RotTile(picnum);
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if (tile.newtile == -1 && tile.owner == -1)
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{
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tile.newtile = TileFiles.tileCreateRotated(picnum);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = picnum;
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}
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}
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}
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}
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//==========================================================================
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//
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// check if two sectors share a wall connection
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//
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//==========================================================================
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bool sectorsConnected(int sect1, int sect2)
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{
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for (auto& wal : wallsofsector(sect1))
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{
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if (wal.nextsector == sect2) return true;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void dragpoint(walltype* startwall, int newx, int newy)
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{
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vertexscan(startwall, [&](walltype* wal)
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{
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wal->movexy(newx, newy);
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wal->sectorp()->exflags |= SECTOREX_DRAGGED;
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});
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}
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void dragpoint(walltype* startwall, const DVector2& pos)
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{
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vertexscan(startwall, [&](walltype* wal)
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{
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wal->move(pos);
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wal->sectorp()->exflags |= SECTOREX_DRAGGED;
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});
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int64_t checkforinside(double x, double y, const DVector2& pt1, const DVector2& pt2)
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{
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// Perform the checks here in 48.16 fixed point.
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// Doing it directly with floats and multiplications does not work reliably due to underflows.
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// Unfortunately, due to the conversions, this is a bit slower. :(
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int64_t xs = int64_t(0x10000 * (pt1.X - x));
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int64_t ys = int64_t(0x10000 * (pt1.Y - y));
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int64_t xe = int64_t(0x10000 * (pt2.X - x));
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int64_t ye = int64_t(0x10000 * (pt2.Y - y));
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if ((ys ^ ye) < 0)
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{
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int64_t val;
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if ((xs ^ xe) >= 0) val = xs;
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else val = ((xs * ye) - xe * ys) ^ ye;
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return val;
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}
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int inside(double x, double y, const sectortype* sect)
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{
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if (sect)
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{
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int64_t acc = 1;
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for (auto& wal : wallsofsector(sect))
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{
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acc ^= checkforinside(x, y, wal.pos, wal.point2Wall()->pos);
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}
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return acc < 0;
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}
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return -1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int insidePoly(double x, double y, const DVector2* points, int count)
|
|
{
|
|
int64_t acc = 1;
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
int j = (i + 1) % count;
|
|
acc ^= checkforinside(x, y, points[i], points[j]);
|
|
}
|
|
return acc < 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// find the closest neighboring sector plane in the given direction.
|
|
// Does not consider slopes, just like the original!
|
|
//
|
|
//==========================================================================
|
|
|
|
sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags)
|
|
{
|
|
double factor = (flags & Find_Up)? -1 : 1;
|
|
double bestz = INT_MAX;
|
|
sectortype* bestsec = (flags & Find_Safe)? sectp : nullptr;
|
|
const auto planez = (flags & Find_Ceiling)? §ortype::ceilingz : §ortype::floorz;
|
|
|
|
startz *= factor;
|
|
for(auto& wal : wallsofsector(sectp))
|
|
{
|
|
if (wal.twoSided())
|
|
{
|
|
auto nextsec = wal.nextSector();
|
|
auto nextz = factor * nextsec->*planez;
|
|
|
|
if (startz < nextz && nextz < bestz)
|
|
{
|
|
bestz = nextz;
|
|
bestsec = nextsec;
|
|
}
|
|
}
|
|
}
|
|
return bestsec;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, sectortype* sect2)
|
|
{
|
|
if (!sect1 || !sect2) return false;
|
|
|
|
auto delta = end - start;
|
|
|
|
if (delta.XY().isZero())
|
|
return (sect1 == sect2);
|
|
|
|
BFSSectorSearch search(sect1);
|
|
|
|
while (auto sec = search.GetNext())
|
|
{
|
|
for (auto& wal : wallsofsector(sec))
|
|
{
|
|
double factor = InterceptLineSegments(start.X, start.Y, delta.X, delta.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y, nullptr, true);
|
|
if (factor <= 0 || factor >= 1) continue;
|
|
|
|
if (!wal.twoSided() || wal.cstat & CSTAT_WALL_1WAY)
|
|
return false;
|
|
|
|
auto spot = start + delta * factor;
|
|
double floorz, ceilz;
|
|
|
|
for (auto isec : { sec, wal.nextSector() })
|
|
{
|
|
getzsofslopeptr(isec, spot, &ceilz, &floorz);
|
|
|
|
if (spot.Z <= ceilz || spot.Z >= floorz)
|
|
return false;
|
|
}
|
|
search.Add(wal.nextSector());
|
|
}
|
|
}
|
|
return search.Check(sect2);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool intersectSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double displacement)
|
|
{
|
|
auto end = start + direction;
|
|
if (direction.isZero()) return false;
|
|
|
|
// use dot product to check if the sprite is behind us (or ourselves if the result is 0)
|
|
auto dotprod = direction.XY().dot(actor->spr.pos.XY() - start.XY());
|
|
if (dotprod <= 0) return false;
|
|
|
|
// get point on trace that is closest to the sprite
|
|
double const length = direction.XY().LengthSquared();
|
|
DVector3 point = start + direction * (dotprod / length);
|
|
|
|
// This is somewhat smaller than the sprite's actual size, but that's how it was
|
|
auto sprwidth = tileWidth(actor->spr.picnum) * actor->spr.xrepeat * (REPEAT_SCALE * 0.5) + displacement;
|
|
|
|
// Using proper distance here, Build originally used the sum of x- and y-distance
|
|
if ((point.XY() - actor->spr.pos.XY()).LengthSquared() > sprwidth * sprwidth * 0.5) return false; // too far away
|
|
|
|
double newz = point.Z;
|
|
|
|
double siz;
|
|
double const hitz = actor->spr.pos.Z + actor->GetOffsetAndHeight(siz);
|
|
|
|
if (newz < hitz - siz || newz > hitz)
|
|
return 0;
|
|
|
|
result.XY() = point;
|
|
result.Z = newz;
|
|
return 1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void neartag(const DVector3& pos, sectortype* startsect, DAngle angle, HitInfoBase& result, double range, int flags)
|
|
{
|
|
auto checkTag = [=](const auto* object)
|
|
{
|
|
return (((flags & NT_Lotag) && object->lotag) || ((flags & NT_Hitag) && object->hitag));
|
|
};
|
|
|
|
auto v = DVector3(angle.ToVector() * range * 1.000001, 0); // extend the range a tiny bit so that we really find everything we need.
|
|
|
|
result.clearObj();
|
|
result.hitpos.X = result.hitpos.Y = 0;
|
|
|
|
if (!startsect || (flags & (NT_Lotag | NT_Hitag)) == 0)
|
|
return;
|
|
|
|
BFSSectorSearch search(startsect);
|
|
|
|
while (auto sect = search.GetNext())
|
|
{
|
|
for (auto& wal : wallsofsector(sect))
|
|
{
|
|
const auto nextsect = wal.nextSector();
|
|
|
|
if (PointOnLineSide(pos.XY(), &wal) > 0) continue;
|
|
|
|
double factor = InterceptLineSegments(pos.X, pos.Y, v.X, v.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y);
|
|
if (factor > 0 && factor < 1)
|
|
{
|
|
bool foundsector = (wal.twoSided() && checkTag(nextsect));
|
|
bool foundwall = checkTag(&wal);
|
|
#if 0 // does not work if the trace goes right through the vertex between two walls.
|
|
if (!wal.twoSided() && !foundwall && !foundsector)
|
|
{
|
|
// this case was not handled by Build:
|
|
// If we hit an untagged one-sided wall it should both shorten the scan trace and clear all hits beyond.
|
|
// Otherwise this may cause problems with some weirdly shaped sectors.
|
|
result.hitSector = nullptr;
|
|
result.hitWall = nullptr;
|
|
result.hitpos.X = 0;
|
|
v *= factor;
|
|
continue;
|
|
}
|
|
#endif
|
|
if (foundsector) result.hitSector = nextsect;
|
|
if (foundwall) result.hitWall = &wal;
|
|
|
|
if (foundwall || foundsector)
|
|
{
|
|
v *= factor;
|
|
result.hitpos.X = v.XY().Length();
|
|
}
|
|
|
|
if (wal.twoSided())
|
|
{
|
|
search.Add(nextsect);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(flags & NT_NoSpriteCheck))
|
|
{
|
|
TSectIterator<DCoreActor> it(sect);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND)
|
|
continue;
|
|
|
|
if (checkTag(&actor->spr))
|
|
{
|
|
DVector3 spot;
|
|
if (intersectSprite(actor, pos, v, spot, 1 / 256.))
|
|
{
|
|
result.hitActor = actor;
|
|
// return distance to sprite in a separate variable because there is
|
|
// no means to determine what is for if both a sprite and wall are found.
|
|
// Only SW's NearTagList actually uses it.
|
|
result.hitpos.Y = (spot - pos).XY().Length();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool isAwayFromWall(DCoreActor* ac, double delta)
|
|
{
|
|
sectortype* s1;
|
|
|
|
updatesector(ac->spr.pos + DVector2(delta, delta), &s1);
|
|
if (s1 == ac->sector())
|
|
{
|
|
updatesector(ac->spr.pos - DVector2(delta, delta), &s1);
|
|
if (s1 == ac->sector())
|
|
{
|
|
updatesector(ac->spr.pos + DVector2(delta, -delta), &s1);
|
|
if (s1 == ac->sector())
|
|
{
|
|
updatesector(ac->spr.pos + DVector2(-delta, delta), &s1);
|
|
if (s1 == ac->sector())
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor)
|
|
{
|
|
auto tspr = tsprites.newTSprite();
|
|
|
|
tspr->pos = actor->spr.pos;
|
|
tspr->cstat = actor->spr.cstat;
|
|
tspr->picnum = actor->spr.picnum;
|
|
tspr->shade = actor->spr.shade;
|
|
tspr->pal = actor->spr.pal;
|
|
tspr->clipdist = 0;
|
|
tspr->blend = actor->spr.blend;
|
|
tspr->xrepeat = actor->spr.xrepeat;
|
|
tspr->yrepeat = actor->spr.yrepeat;
|
|
tspr->xoffset = actor->spr.xoffset;
|
|
tspr->yoffset = actor->spr.yoffset;
|
|
tspr->sectp = actor->spr.sectp;
|
|
tspr->statnum = actor->spr.statnum;
|
|
tspr->angle = actor->spr.angle;
|
|
tspr->xint = actor->spr.xint;
|
|
tspr->yint = actor->spr.yint;
|
|
tspr->inittype = actor->spr.inittype; // not used by tsprites.
|
|
tspr->lotag = actor->spr.lotag;
|
|
tspr->hitag = actor->spr.hitag;
|
|
tspr->extra = actor->spr.extra;
|
|
tspr->time = actor->time;
|
|
tspr->cstat2 = actor->spr.cstat2;
|
|
tspr->ownerActor = actor;
|
|
|
|
// need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'.
|
|
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
|
{
|
|
tspr->cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL;
|
|
tspr->clipdist |= TSPR_SLOPESPRITE;
|
|
}
|
|
|
|
return tspr;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int tilehasmodelorvoxel(int const tilenume, int pal)
|
|
{
|
|
return
|
|
(mdinited && hw_models && tile2model[Ptile2tile(tilenume, pal)].modelid != -1) ||
|
|
(r_voxels && tiletovox[tilenume] != -1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// vector serializers
|
|
//
|
|
//==========================================================================
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* key, vec2_t& c, vec2_t* def)
|
|
{
|
|
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("x", c.X, def ? &def->X : nullptr)
|
|
("y", c.Y, def ? &def->Y : nullptr)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def)
|
|
{
|
|
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("x", c.X, def ? &def->X : nullptr)
|
|
("y", c.Y, def ? &def->Y : nullptr)
|
|
("z", c.Z, def ? &def->Z : nullptr)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|