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

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
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 "ns.h" // Must come before everything else!
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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#include "build.h"
#include "blood.h"
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BEGIN_BLD_NS
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POINT2D baseWall[kMaxWalls];
int baseFloor[kMaxSectors];
int baseCeil[kMaxSectors];
int velFloor[kMaxSectors];
int velCeil[kMaxSectors];
DBloodActor* gUpperLink[kMaxSectors];
DBloodActor* gLowerLink[kMaxSectors];
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HITINFO gHitInfo;
bool AreSectorsNeighbors(int sect1, int sect2)
{
assert(sect1 >= 0 && sect1 < kMaxSectors);
assert(sect2 >= 0 && sect2 < kMaxSectors);
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if (sector[sect1].wallnum < sector[sect2].wallnum)
{
for (int i = 0; i < sector[sect1].wallnum; i++)
{
if (wall[sector[sect1].wallptr+i].nextsector == sect2)
{
return 1;
}
}
}
else
{
for (int i = 0; i < sector[sect2].wallnum; i++)
{
if (wall[sector[sect2].wallptr+i].nextsector == sect1)
{
return 1;
}
}
}
return 0;
}
bool FindSector(int nX, int nY, int nZ, int *nSector)
{
int32_t nZFloor, nZCeil;
assert(*nSector >= 0 && *nSector < kMaxSectors);
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if (inside(nX, nY, *nSector))
{
getzsofslope(*nSector, nX, nY, &nZCeil, &nZFloor);
if (nZ >= nZCeil && nZ <= nZFloor)
{
return 1;
}
}
walltype *pWall = &wall[sector[*nSector].wallptr];
for (int i = sector[*nSector].wallnum; i > 0; i--, pWall++)
{
int nOSector = pWall->nextsector;
if (nOSector >= 0 && inside(nX, nY, nOSector))
{
getzsofslope(nOSector, nX, nY, &nZCeil, &nZFloor);
if (nZ >= nZCeil && nZ <= nZFloor)
{
*nSector = nOSector;
return 1;
}
}
}
for (int i = 0; i < numsectors; i++)
{
if (inside(nX, nY, i))
{
getzsofslope(i, nX, nY, &nZCeil, &nZFloor);
if (nZ >= nZCeil && nZ <= nZFloor)
{
*nSector = i;
return 1;
}
}
}
return 0;
}
bool FindSector(int nX, int nY, int *nSector)
{
assert(*nSector >= 0 && *nSector < kMaxSectors);
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if (inside(nX, nY, *nSector))
{
return 1;
}
walltype *pWall = &wall[sector[*nSector].wallptr];
for (int i = sector[*nSector].wallnum; i > 0; i--, pWall++)
{
int nOSector = pWall->nextsector;
if (nOSector >= 0 && inside(nX, nY, nOSector))
{
*nSector = nOSector;
return 1;
}
}
for (int i = 0; i < numsectors; i++)
{
if (inside(nX, nY, i))
{
*nSector = i;
return 1;
}
}
return 0;
}
bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, int nSector, int nDist)
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{
assert(actor != NULL);
auto pSprite = &actor->s();
int oX = abs(nX-pSprite->x)>>4;
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if (oX >= nDist) return 0;
int oY = abs(nY-pSprite->y)>>4;
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if (oY >= nDist) return 0;
int oZ = abs(nZ-pSprite->z)>>8;
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if (oZ >= nDist) return 0;
if (approxDist(oX, oY) >= nDist) return 0;
int bottom, top;
GetActorExtents(actor, &top, &bottom);
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if (cansee(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nX, nY, nZ, nSector))
return 1;
if (cansee(pSprite->x, pSprite->y, bottom, pSprite->sectnum, nX, nY, nZ, nSector))
return 1;
if (cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, nX, nY, nZ, nSector))
return 1;
return 0;
}
bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist)
{
int oX = abs(nX2-nX1)>>4;
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if (oX >= nDist)
return 0;
int oY = abs(nY2-nY1)>>4;
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if (oY >= nDist)
return 0;
if (nZ2 != nZ1)
{
int oZ = abs(nZ2-nZ1)>>8;
if (oZ >= nDist)
return 0;
}
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if (approxDist(oX, oY) >= nDist) return 0;
return 1;
}
bool CheckProximityWall(int nWall, int x, int y, int nDist)
{
int x1 = wall[nWall].x;
int y1 = wall[nWall].y;
int x2 = wall[wall[nWall].point2].x;
int y2 = wall[wall[nWall].point2].y;
nDist <<= 4;
if (x1 < x2)
{
if (x <= x1 - nDist || x >= x2 + nDist)
{
return 0;
}
}
else
{
if (x <= x2 - nDist || x >= x1 + nDist)
{
return 0;
}
if (x1 == x2)
{
int px1 = x - x1;
int py1 = y - y1;
int px2 = x - x2;
int py2 = y - y2;
int dist1 = px1 * px1 + py1 * py1;
int dist2 = px2 * px2 + py2 * py2;
if (y1 < y2)
{
if (y <= y1 - nDist || y >= y2 + nDist)
{
return 0;
}
if (y < y1)
{
return dist1 < nDist * nDist;
}
if (y > y2)
{
return dist2 < nDist * nDist;
}
}
else
{
if (y <= y2 - nDist || y >= y1 + nDist)
{
return 0;
}
if (y < y2)
{
return dist2 < nDist * nDist;
}
if (y > y1)
{
return dist1 < nDist * nDist;
}
}
return 1;
}
}
if (y1 < y2)
{
if (y <= y1 - nDist || y >= y2 + nDist)
{
return 0;
}
}
else
{
if (y <= y2 - nDist || y >= y1 + nDist)
{
return 0;
}
if (y1 == y2)
{
int px1 = x - x1;
int py1 = y - y1;
int px2 = x - x2;
int py2 = y - y2;
int check1 = px1 * px1 + py1 * py1;
int check2 = px2 * px2 + py2 * py2;
if (x1 < x2)
{
if (x <= x1 - nDist || x >= x2 + nDist)
{
return 0;
}
if (x < x1)
{
return check1 < nDist * nDist;
}
if (x > x2)
{
return check2 < nDist * nDist;
}
}
else
{
if (x <= x2 - nDist || x >= x1 + nDist)
{
return 0;
}
if (x < x2)
{
return check2 < nDist * nDist;
}
if (x > x1)
{
return check1 < nDist * nDist;
}
}
}
}
int dx = x2 - x1;
int dy = y2 - y1;
int px = x - x2;
int py = y - y2;
int side = px * dx + dy * py;
if (side >= 0)
{
return px * px + py * py < nDist * nDist;
}
px = x - x1;
py = y - y1;
side = px * dx + dy * py;
if (side <= 0)
{
return px * px + py * py < nDist * nDist;
}
int check1 = px * dy - dx * py;
int check2 = dy * dy + dx * dx;
return check1 * check1 < check2 * nDist * nDist;
}
int GetWallAngle(int nWall)
{
int nWall2 = wall[nWall].point2;
return getangle(wall[nWall2].x - wall[nWall].x, wall[nWall2].y - wall[nWall].y);
}
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int GetWallAngle(walltype* pWall)
{
int nWall2 = pWall->point2;
return getangle(wall[nWall2].x - pWall->x, wall[nWall2].y - pWall->y);
}
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void GetWallNormal(int nWall, int *pX, int *pY)
{
assert(nWall >= 0 && nWall < kMaxWalls);
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int nWall2 = wall[nWall].point2;
int dX = -(wall[nWall2].y - wall[nWall].y);
dX >>= 4;
int dY = wall[nWall2].x - wall[nWall].x;
dY >>= 4;
int nLength = ksqrt(dX*dX+dY*dY);
if (nLength <= 0)
nLength = 1;
*pX = DivScale(dX, nLength, 16);
*pY = DivScale(dY, nLength, 16);
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}
bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int *ix, int *iy, int *iz)
{
int dX = x1 - x2;
int dY = y1 - y2;
int dZ = z1 - z2;
int side = wdx * dY - wdy * dX;
int dX2 = x1 - wx;
int dY2 = y1 - wy;
int check1 = dX2 * dY - dY2 * dX;
int check2 = wdx * dY2 - wdy * dX2;
if (side >= 0)
{
if (!side)
return 0;
if (check1 < 0)
return 0;
if (check2 < 0 || check2 >= side)
return 0;
}
else
{
if (check1 > 0)
return 0;
if (check2 > 0 || check2 <= side)
return 0;
}
int nScale = DivScale(check2, side, 16);
*ix = x1 + MulScale(dX, nScale, 16);
*iy = y1 + MulScale(dY, nScale, 16);
*iz = z1 + MulScale(dZ, nScale, 16);
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return 1;
}
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int HitScan(DBloodActor *actor, int z, int dx, int dy, int dz, unsigned int nMask, int nRange)
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{
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assert(actor != NULL);
auto pSprite = &actor->s();
assert(dx != 0 || dy != 0);
gHitInfo.clearObj();
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int x = pSprite->x;
int y = pSprite->y;
int nSector = pSprite->sectnum;
int bakCstat = pSprite->cstat;
pSprite->cstat &= ~256;
if (nRange)
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{
hitscangoal.x = x + MulScale(nRange << 4, Cos(pSprite->ang), 30);
hitscangoal.y = y + MulScale(nRange << 4, Sin(pSprite->ang), 30);
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}
else
{
hitscangoal.x = hitscangoal.y = 0x1ffffff;
}
vec3_t pos = { x, y, z };
hitdata_t hitData;
hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, nMask);
gHitInfo.set(&hitData);
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hitscangoal.x = hitscangoal.y = 0x1ffffff;
pSprite->cstat = bakCstat;
if (gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors)
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return -1;
if (gHitInfo.hitactor != nullptr)
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return 3;
if (gHitInfo.hitwall >= 0)
{
if (wall[gHitInfo.hitwall].nextsector == -1)
return 0;
int nZCeil, nZFloor;
getzsofslope(wall[gHitInfo.hitwall].nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor);
if (gHitInfo.hitz <= nZCeil || gHitInfo.hitz >= nZFloor)
return 0;
return 4;
}
if (gHitInfo.hitsect >= 0)
return 1 + (z < gHitInfo.hitz);
return -1;
}
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int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac)
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{
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assert(actor != NULL);
auto pSprite = &actor->s();
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int nNum = 256;
assert(pSprite != NULL);
gHitInfo.clearObj();
int x1 = pSprite->x+MulScale(nOffset, Cos(pSprite->ang+512), 30);
int y1 = pSprite->y+MulScale(nOffset, Sin(pSprite->ang+512), 30);
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int z1 = pSprite->z+nZOffset;
int bakCstat = pSprite->cstat;
pSprite->cstat &= ~256;
int nSector = pSprite->sectnum;
if (nRange)
{
hitscangoal.x = x1+MulScale(nRange<<4, Cos(pSprite->ang), 30);
hitscangoal.y = y1+MulScale(nRange<<4, Sin(pSprite->ang), 30);
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}
else
{
hitscangoal.x = hitscangoal.y = 0x1fffffff;
}
vec3_t pos = { x1, y1, z1 };
hitdata_t hitData;
hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, CLIPMASK1);
gHitInfo.set(&hitData);
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hitscangoal.x = hitscangoal.y = 0x1ffffff;
pSprite->cstat = bakCstat;
while (nNum--)
{
if (gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors)
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return -1;
if (nRange && approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) > nRange)
return -1;
if (gHitInfo.hitactor != nullptr)
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{
spritetype *pOther = &gHitInfo.hitactor->s();
if ((pOther->flags & 8) && !(ac & 1))
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return 3;
if ((pOther->cstat & 0x30) != 0)
return 3;
int nPicnum = pOther->picnum;
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if (tileWidth(nPicnum) == 0 || tileHeight(nPicnum) == 0)
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return 3;
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int height = (tileHeight(nPicnum)*pOther->yrepeat)<<2;
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int otherZ = pOther->z;
if (pOther->cstat & 0x80)
otherZ += height / 2;
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int nOffset = tileTopOffset(nPicnum);
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if (nOffset)
otherZ -= (nOffset*pOther->yrepeat)<<2;
assert(height > 0);
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int height2 = scale(otherZ-gHitInfo.hitz, tileHeight(nPicnum), height);
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if (!(pOther->cstat & 8))
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height2 = tileHeight(nPicnum)-height2;
if (height2 >= 0 && height2 < tileHeight(nPicnum))
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{
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int width = (tileWidth(nPicnum)*pOther->xrepeat)>>2;
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width = (width*3)/4;
int check1 = ((y1 - pOther->y)*dx - (x1 - pOther->x)*dy) / ksqrt(dx*dx+dy*dy);
assert(width > 0);
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int width2 = scale(check1, tileWidth(nPicnum), width);
int nOffset = tileLeftOffset(nPicnum);
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width2 += nOffset + tileWidth(nPicnum) / 2;
if (width2 >= 0 && width2 < tileWidth(nPicnum))
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{
auto pData = tilePtr(nPicnum);
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if (pData[width2*tileHeight(nPicnum)+height2] != TRANSPARENT_INDEX)
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return 3;
}
}
int bakCstat = pOther->cstat;
pOther->cstat &= ~256;
gHitInfo.clearObj();
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x1 = gHitInfo.hitx;
y1 = gHitInfo.hity;
z1 = gHitInfo.hitz;
pos = { x1, y1, z1 };
hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, pOther->sectnum, dx, dy, dz << 4, &hitData, CLIPMASK1);
gHitInfo.set(&hitData);
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pOther->cstat = bakCstat;
continue;
}
if (gHitInfo.hitwall >= 0)
{
walltype *pWall = &wall[gHitInfo.hitwall];
if (pWall->nextsector == -1)
return 0;
sectortype *pSector = &sector[gHitInfo.hitsect];
sectortype *pSectorNext = &sector[pWall->nextsector];
int nZCeil, nZFloor;
getzsofslope(pWall->nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor);
if (gHitInfo.hitz <= nZCeil)
return 0;
if (gHitInfo.hitz >= nZFloor)
{
if (!(pSector->floorstat&1) || !(pSectorNext->floorstat&1))
return 0;
return 2;
}
if (!(pWall->cstat & 0x30))
return 0;
int nOffset;
if (pWall->cstat & 4)
nOffset = ClipHigh(pSector->floorz, pSectorNext->floorz);
else
nOffset = ClipLow(pSector->ceilingz, pSectorNext->ceilingz);
nOffset = (gHitInfo.hitz - nOffset) >> 8;
if (pWall->cstat & 256)
nOffset = -nOffset;
int nPicnum = pWall->overpicnum;
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int nSizX = tileWidth(nPicnum);
int nSizY = tileHeight(nPicnum);
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if (!nSizX || !nSizY)
return 0;
nOffset = (nOffset*pWall->yrepeat) / 8;
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nOffset += int((nSizY*pWall->ypan_) / 256);
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int nLength = approxDist(pWall->x - wall[pWall->point2].x, pWall->y - wall[pWall->point2].y);
int nHOffset;
if (pWall->cstat & 8)
nHOffset = approxDist(gHitInfo.hitx - wall[pWall->point2].x, gHitInfo.hity - wall[pWall->point2].y);
else
nHOffset = approxDist(gHitInfo.hitx - pWall->x, gHitInfo.hity - pWall->y);
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nHOffset = pWall->xpan() + ((nHOffset*pWall->xrepeat) << 3) / nLength;
nHOffset %= nSizX;
nOffset %= nSizY;
auto pData = tilePtr(nPicnum);
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int nPixel;
nPixel = nHOffset*nSizY + nOffset;
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if (pData[nPixel] == TRANSPARENT_INDEX)
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{
int bakCstat = pWall->cstat;
pWall->cstat &= ~64;
int bakCstat2 = wall[pWall->nextwall].cstat;
wall[pWall->nextwall].cstat &= ~64;
gHitInfo.clearObj();
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x1 = gHitInfo.hitx;
y1 = gHitInfo.hity;
z1 = gHitInfo.hitz;
pos = { x1, y1, z1 };
hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, pWall->nextsector,
dx, dy, dz << 4, &hitData, CLIPMASK1);
gHitInfo.set(&hitData);
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pWall->cstat = bakCstat;
wall[pWall->nextwall].cstat = bakCstat2;
continue;
}
return 4;
}
if (gHitInfo.hitsect >= 0)
{
if (dz > 0)
{
auto actor = getUpperLink(gHitInfo.hitsect);
if (!actor) return 2;
auto link = actor->GetOwner();
gHitInfo.clearObj();
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vec3_t pos = link->s().pos - actor->s().pos + vec3_t(gHitInfo.hitx, gHitInfo.hity, gHitInfo.hitz);
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hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, link->s().sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1);
gHitInfo.set(&hitData);
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continue;
}
else
{
auto actor = getLowerLink(gHitInfo.hitsect);
if (!actor) return 1;
auto link = actor->GetOwner();
gHitInfo.clearObj();
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vec3_t pos = link->s().pos - actor->s().pos + vec3_t(gHitInfo.hitx, gHitInfo.hity, gHitInfo.hitz);
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hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, link->s().sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1);
gHitInfo.set(&hitData);
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continue;
}
}
return -1;
}
return -1;
}
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void GetZRange(DBloodActor *actor, int *ceilZ, Collision *ceilColl, int *floorZ, Collision *floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
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{
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assert(actor != NULL);
auto pSprite = &actor->s();
int floorHit, ceilHit;
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int bakCstat = pSprite->cstat;
int32_t nTemp1, nTemp2;
pSprite->cstat &= ~257;
getzrange(&pSprite->pos, pSprite->sectnum, (int32_t*)ceilZ, &ceilHit, (int32_t*)floorZ, &floorHit, nDist, nMask);
ceilColl->setFromEngine(ceilHit);
floorColl->setFromEngine(floorHit);
if (floorColl->type == kHitSector)
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{
int nSector = floorColl->index;
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if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (sector[nSector].floorstat & 1))
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*floorZ = 0x7fffffff;
if (sector[nSector].extra > 0)
{
XSECTOR *pXSector = &xsector[sector[nSector].extra];
*floorZ += pXSector->Depth << 10;
}
auto actor = getUpperLink(nSector);
if (actor)
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{
auto link = actor->GetOwner();
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vec3_t lpos = pSprite->pos + link->s().pos - actor->s().pos;
getzrange(&lpos, link->s().sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, &floorHit, nDist, nMask);
*floorZ -= link->s().z - actor->s().z;
floorColl->setFromEngine(floorHit);
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}
}
if (ceilColl->type == kHitSector)
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{
int nSector = ceilColl->index;
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if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1))
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*ceilZ = 0x80000000;
auto actor = getLowerLink(nSector);
if (actor)
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{
auto link = actor->GetOwner();
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vec3_t lpos = pSprite->pos + link->s().pos - actor->s().pos;
getzrange(&lpos, link->s().sectnum, (int32_t*)ceilZ, &ceilHit, &nTemp1, &nTemp2, nDist, nMask);
*ceilZ -= link->s().z - actor->s().z;
ceilColl->setFromEngine(ceilHit);
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}
}
pSprite->cstat = bakCstat;
}
void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
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{
int ceilHit, floorHit;
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int32_t nTemp1, nTemp2;
vec3_t lpos = { x, y, z };
getzrange(&lpos, nSector, (int32_t*)ceilZ, &ceilHit, (int32_t*)floorZ, &floorHit, nDist, nMask);
ceilColl->setFromEngine(ceilHit);
floorColl->setFromEngine(floorHit);
if (floorColl->type == kHitSector)
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{
int nSector = floorColl->index;
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if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (sector[nSector].floorstat & 1))
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*floorZ = 0x7fffffff;
if (sector[nSector].extra > 0)
{
XSECTOR *pXSector = &xsector[sector[nSector].extra];
*floorZ += pXSector->Depth << 10;
}
auto actor = getUpperLink(nSector);
if (actor)
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{
auto link = actor->GetOwner();
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vec3_t newpos = lpos + link->s().pos - actor->s().pos;
getzrange(&newpos, link->s().sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, &floorHit, nDist, nMask);
floorColl->setFromEngine(floorHit);
*floorZ -= link->s().z - actor->s().z;
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}
}
if (ceilColl->type == kHitSector)
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{
int nSector = ceilColl->index;
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if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1))
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*ceilZ = 0x80000000;
auto actor = getLowerLink(nSector);
if (actor)
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{
auto link = actor->GetOwner();
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vec3_t newpos = lpos + link->s().pos - actor->s().pos;
getzrange(&newpos, link->s().sectnum, (int32_t*)ceilZ, &ceilHit, &nTemp1, &nTemp2, nDist, nMask);
ceilColl->setFromEngine(ceilHit);
*ceilZ -= link->s().z - actor->s().z;
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}
}
}
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3)
{
int check = (y1-y3)*(x3-x2);
int check2 = (x1-x2)*(y3-y2);
if (check2 > check)
return -1;
int v8 = DMulScale(x1-x2,x3-x2,y1-y3,y3-y2,4);
int vv = DMulScale(x3-x2,x3-x2,y3-y2,y3-y2,4);
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int t1, t2;
if (v8 <= 0)
{
t1 = x2;
t2 = y2;
}
else if (vv > v8)
{
t1 = x2+scale(x3-x2,v8,vv);
t2 = y2+scale(y3-y2,v8,vv);
}
else
{
t1 = x3;
t2 = y3;
}
return approxDist(t1-x1, t2-y1);
}
unsigned int ClipMove(vec3_t *pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount)
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{
auto opos = *pos;
int bakSect = *nSector;
unsigned int nRes = clipmove(pos, &bakSect, xv<<14, yv<<14, wd, cd, fd, nMask, tracecount);
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if (bakSect == -1)
{
*pos = opos;
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}
else
{
*nSector = bakSect;
}
return nRes;
}
BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, TArray<int>* pWalls, bool newSectCheckMethod)
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{
// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
// E1M2: throwing TNT at the double doors while standing on the train platform
// by setting newSectCheckMethod to true these issues will be resolved
BitArray sectorMap(numsectors); // this gets returned to the caller.
sectorMap.Zero();
sectorMap.Set(nSector);
double nDist4sq = 256. * nDist * nDist; // (nDist * 16)^2 - * 16 to account for Build's 28.4 fixed point format.
BFSSearch search(numsectors, nSector);
for (unsigned nCurSector; (nCurSector = search.GetNext()) != BFSSearch::EOL;)
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{
for (auto& wal : wallsofsector(nCurSector))
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{
const int nNextSector = wal.nextsector;
if (nNextSector < 0) // if next wall isn't linked to a sector, skip
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continue;
bool withinRange = false;
if (!newSectCheckMethod) // original method
{
if (search.Check(nNextSector)) // if we've already checked this sector, skip. This is bad, therefore only in compat mode.
continue;
withinRange = CheckProximityWall(wal.point2, x, y, nDist);
}
else // new method using proper math and no bad shortcut.
{
double dist1 = SquareDistToWall(x, y, &wal);
withinRange = dist1 <= nDist4sq;
}
if (withinRange) // if new sector is within range, add it to the processing queue
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{
sectorMap.Set(nNextSector);
search.Add(nNextSector);
if (pWalls && wal.extra > 0)
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{
XWALL *pXWall = &xwall[wal.extra];
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if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state)
pWalls->Push(wallnum(&wal));
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}
}
}
}
return sectorMap;
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}
int picWidth(int nPic, int repeat) {
return ClipLow((tileWidth(nPic) * repeat) << 2, 0);
}
int picHeight(int nPic, int repeat) {
return ClipLow((tileHeight(nPic) * repeat) << 2, 0);
}
END_BLD_NS