raze/source/core/gamefuncs.h
Christoph Oelckers 3c9a94dba8 - consolidated Duke’s ‚away from wall‘ check in the backend
This was also very useful in SW to avoid spawning ‚floating‘ footprints due to lack of an equivalent check in the original.
2022-10-21 00:00:02 +02:00

607 lines
16 KiB
C++

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