raze/source/games/blood/src/nnsprinsect.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "serializer.h"
#include "maptypes.h"
#ifdef NOONE_EXTENSIONS
BEGIN_BLD_NS
TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist);
// - CLASSES ------------------------------------------------------------------
// SPRITES_NEAR_SECTORS
// Intended for move sprites that is close to the outside walls with
// TranslateSector and/or zTranslateSector similar to Powerslave(Exhumed) way
// --------------------------------------------------------------------------
class SPRINSECT
{
public:
static const int kMaxSprNear = 256;
static const int kWallDist = 16;
struct SPRITES
{
unsigned int nSector;
TArray<TObjPtr<DBloodActor*>> pActors; // this is a weak reference!
};
private:
TArray<SPRITES> db;
public:
void Free() { db.Clear(); }
void Init(int nDist = kWallDist); // used in trInit to collect the sprites before translation
void Serialize(FSerializer& pSave);
TArray<TObjPtr<DBloodActor*>>* GetSprPtr(int nSector);
};
// SPRITES_NEAR_SECTORS
// Intended for move sprites that is close to the outside walls with
// TranslateSector and/or zTranslateSector similar to Powerslave(Exhumed) way
// --------------------------------------------------------------------------
SPRINSECT gSprNSect;
void SPRINSECT::Init(int nDist)
{
Free();
int j;
for(auto&sect : sector)
{
if (!isMovableSector(sect.type))
continue;
switch (sect.type) {
case kSectorZMotionSprite:
case kSectorSlideMarked:
case kSectorRotateMarked:
continue;
// only allow non-marked sectors
default:
break;
}
auto collected = getSpritesNearWalls(&sect, nDist);
// exclude sprites that is not allowed
for (j = collected.Size() - 1; j >= 0; j--)
{
auto pActor = collected[j];
if ((pActor->spr.cstat & CSTAT_SPRITE_MOVE_MASK) && pActor->insector())
{
// if *next* sector is movable, exclude to avoid fighting
if (!isMovableSector(pActor->sector()->type))
{
switch (pActor->spr.statnum)
{
default:
continue;
case kStatMarker:
case kStatPathMarker:
if (pActor->spr.flags & 0x1) continue;
[[fallthrough]];
case kStatDude:
break;
}
}
}
collected.Delete(j);
}
if (collected.Size())
{
db.Resize(db.Size() + 1);
SPRITES& pEntry = db.Last();
pEntry.pActors.Resize(collected.Size());
for (unsigned ii = 0; ii < collected.Size(); ii++)
pEntry.pActors[ii] = collected[ii];
pEntry.nSector = sectnum(&sect);
}
}
}
TArray<TObjPtr<DBloodActor*>>* SPRINSECT::GetSprPtr(int nSector)
{
for (auto &spre : db)
{
if (spre.nSector == (unsigned int)nSector && spre.pActors.Size() > 0)
return &spre.pActors;
}
return nullptr;
}
FSerializer& Serialize(FSerializer& arc, const char* key, SPRINSECT::SPRITES& obj, SPRINSECT::SPRITES* defval)
{
if (arc.BeginObject(key))
{
arc("sector", obj.nSector)
("actors", obj.pActors)
.EndObject();
}
return arc;
}
void SPRINSECT::Serialize(FSerializer& arc)
{
arc("db", db);
}
bool isMovableSector(int nType)
{
return (nType && nType != kSectorDamage && nType != kSectorTeleport && nType != kSectorCounter);
}
bool isMovableSector(sectortype* pSect)
{
if (isMovableSector(pSect->type) && pSect->hasX())
{
return (pSect->xs().busy && !pSect->xs().unused1);
}
return false;
}
TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist)
{
int i, c = 0, nWall, nSect, swal, ewal;
int xi, yi, wx, wy, lx, ly, sx, sy, qx, qy, num, den;
TArray<DBloodActor*> skip;
TArray<DBloodActor*> out;
swal = pSrcSect->wallptr;
ewal = swal + pSrcSect->wallnum - 1;
for (i = swal; i <= ewal; i++)
{
nSect = wall[i].nextsector;
if (nSect < 0)
continue;
nWall = i;
wx = wall[nWall].wall_int_pos().X;
wy = wall[nWall].wall_int_pos().Y;
lx = wall[wall[nWall].point2].wall_int_pos().X - wx;
ly = wall[wall[nWall].point2].wall_int_pos().Y - wy;
BloodSectIterator it(nSect);
while(auto ac = it.Next())
{
if (skip.Find(ac))
continue;
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sx = ac->int_pos().X; qx = sx - wx;
sy = ac->int_pos().Y; qy = sy - wy;
num = DMulScale(qx, lx, qy, ly, 4);
den = DMulScale(lx, lx, ly, ly, 4);
if (num > 0 && num < den)
{
xi = wx + Scale(lx, num, den);
yi = wy + Scale(ly, num, den);
if (approxDist(xi - sx, yi - sy) <= nDist)
{
skip.Push(ac);
out.Push(ac);
}
}
}
}
return out;
}
END_BLD_NS
#endif