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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 .
*/
//-------------------------------------------------------------------------
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# 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"
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# 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 ] ;
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DBloodActor * gUpperLink [ kMaxSectors ] ;
DBloodActor * gLowerLink [ kMaxSectors ] ;
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HITINFO gHitInfo ;
bool AreSectorsNeighbors ( int sect1 , int sect2 )
{
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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 ;
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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 )
{
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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 ;
}
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bool CheckProximity ( DBloodActor * actor , int nX , int nY , int nZ , int nSector , int nDist )
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{
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assert ( actor ! = NULL ) ;
auto pSprite = & actor - > s ( ) ;
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int oX = abs ( nX - pSprite - > x ) > > 4 ;
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if ( oX > = nDist ) return 0 ;
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int oY = abs ( nY - pSprite - > y ) > > 4 ;
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if ( oY > = nDist ) return 0 ;
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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 ;
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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 )
{
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int oX = abs ( nX2 - nX1 ) > > 4 ;
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if ( oX > = nDist )
return 0 ;
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int oY = abs ( nY2 - nY1 ) > > 4 ;
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if ( oY > = nDist )
return 0 ;
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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 )
{
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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 ;
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* 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 ;
}
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int nScale = DivScale ( check2 , side , 16 ) ;
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* 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 ( ) ;
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assert ( dx ! = 0 | | dy ! = 0 ) ;
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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 ;
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if ( nRange )
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{
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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 ) ;
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gHitInfo . set ( & hitData ) ;
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hitscangoal . x = hitscangoal . y = 0x1ffffff ;
pSprite - > cstat = bakCstat ;
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if ( gHitInfo . hitwall > = kMaxWalls | | gHitInfo . hitsect > = kMaxSectors )
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return - 1 ;
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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 ;
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assert ( pSprite ! = NULL ) ;
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gHitInfo . clearObj ( ) ;
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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 )
{
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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 ) ;
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gHitInfo . set ( & hitData ) ;
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hitscangoal . x = hitscangoal . y = 0x1ffffff ;
pSprite - > cstat = bakCstat ;
while ( nNum - - )
{
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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 ;
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if ( gHitInfo . hitactor ! = nullptr )
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{
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spritetype * pOther = & gHitInfo . hitactor - > s ( ) ;
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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 ;
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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 ) ;
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assert ( width > 0 ) ;
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int width2 = scale ( check1 , tileWidth ( nPicnum ) , width ) ;
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int nOffset = tileLeftOffset ( nPicnum ) ;
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width2 + = nOffset + tileWidth ( nPicnum ) / 2 ;
if ( width2 > = 0 & & width2 < tileWidth ( nPicnum ) )
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{
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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 ;
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gHitInfo . clearObj ( ) ;
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x1 = gHitInfo . hitx ;
y1 = gHitInfo . hity ;
z1 = gHitInfo . hitz ;
pos = { x1 , y1 , z1 } ;
hitData . pos . z = gHitInfo . hitz ;
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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 ;
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nHOffset % = nSizX ;
nOffset % = nSizY ;
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auto pData = tilePtr ( nPicnum ) ;
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int nPixel ;
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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 ;
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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 ) ;
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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 )
{
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auto actor = getUpperLink ( gHitInfo . hitsect ) ;
if ( ! actor ) return 2 ;
auto link = actor - > GetOwner ( ) ;
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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 ;
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hitscan ( & pos , link - > s ( ) . sectnum , dx , dy , dz < < 4 , & hitData , CLIPMASK1 ) ;
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gHitInfo . set ( & hitData ) ;
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continue ;
}
else
{
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auto actor = getLowerLink ( gHitInfo . hitsect ) ;
if ( ! actor ) return 1 ;
auto link = actor - > GetOwner ( ) ;
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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 ;
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hitscan ( & pos , link - > s ( ) . sectnum , dx , dy , dz < < 4 , & hitData , CLIPMASK1 ) ;
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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 ( ) ;
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int floorHit , ceilHit ;
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int bakCstat = pSprite - > cstat ;
int32_t nTemp1 , nTemp2 ;
pSprite - > cstat & = ~ 257 ;
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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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{
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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 ;
}
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auto actor = getUpperLink ( nSector ) ;
if ( actor )
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{
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auto link = actor - > GetOwner ( ) ;
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vec3_t lpos = pSprite - > pos + link - > s ( ) . pos - actor - > s ( ) . pos ;
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getzrange ( & lpos , link - > s ( ) . sectnum , & nTemp1 , & nTemp2 , ( int32_t * ) floorZ , & floorHit , nDist , nMask ) ;
* floorZ - = link - > s ( ) . z - actor - > s ( ) . z ;
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floorColl - > setFromEngine ( floorHit ) ;
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}
}
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if ( ceilColl - > type = = kHitSector )
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{
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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 ;
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auto actor = getLowerLink ( nSector ) ;
if ( actor )
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{
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auto link = actor - > GetOwner ( ) ;
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vec3_t lpos = pSprite - > pos + link - > s ( ) . pos - actor - > s ( ) . pos ;
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getzrange ( & lpos , link - > s ( ) . sectnum , ( int32_t * ) ceilZ , & ceilHit , & nTemp1 , & nTemp2 , nDist , nMask ) ;
* ceilZ - = link - > s ( ) . z - actor - > s ( ) . z ;
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ceilColl - > setFromEngine ( ceilHit ) ;
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}
}
pSprite - > cstat = bakCstat ;
}
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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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{
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int ceilHit , floorHit ;
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int32_t nTemp1 , nTemp2 ;
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vec3_t lpos = { x , y , z } ;
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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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{
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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 ;
}
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auto actor = getUpperLink ( nSector ) ;
if ( actor )
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{
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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 ) ;
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floorColl - > setFromEngine ( floorHit ) ;
* floorZ - = link - > s ( ) . z - actor - > s ( ) . z ;
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}
}
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if ( ceilColl - > type = = kHitSector )
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{
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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 ;
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auto actor = getLowerLink ( nSector ) ;
if ( actor )
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{
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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 ) ;
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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 ;
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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 ) ;
}
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unsigned int ClipMove ( vec3_t * pos , int * nSector , int xv , int yv , int wd , int cd , int fd , unsigned int nMask , int tracecount )
2019-09-19 22:42:45 +00:00
{
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auto opos = * pos ;
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int bakSect = * nSector ;
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unsigned int nRes = clipmove ( pos , & bakSect , xv < < 14 , yv < < 14 , wd , cd , fd , nMask , tracecount ) ;
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if ( bakSect = = - 1 )
{
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* pos = opos ;
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}
else
{
* nSector = bakSect ;
}
return nRes ;
}
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BitArray GetClosestSpriteSectors ( int nSector , int x , int y , int nDist , TArray < int > * pWalls , bool newSectCheckMethod )
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{
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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
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BitArray sectorMap ( numsectors ) ; // this gets returned to the caller.
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sectorMap . Zero ( ) ;
sectorMap . Set ( nSector ) ;
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BFSSearch search ( numsectors , nSector ) ;
for ( unsigned nCurSector ; ( nCurSector = search . GetNext ( ) ) ! = BFSSearch : : EOL ; )
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{
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for ( auto & wal : wallsofsector ( nCurSector ) )
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{
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const int nNextSector = wal . nextsector ;
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if ( nNextSector < 0 ) // if next wall isn't linked to a sector, skip
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continue ;
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bool withinRange = false ;
if ( ! newSectCheckMethod ) // original method
{
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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 ) ;
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}
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else // new method
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{
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// Q: do this with proper math?
int x1 = wal . x , y1 = wal . y ;
int x2 = wal . point2Wall ( ) - > x , y2 = wal . point2Wall ( ) - > y ;
int point1Dist = approxDist ( x - x1 , y - y1 ) ; // setup edge distance needed for below loop (determines which point to shift closer to center)
int point2Dist = approxDist ( x - x2 , y - y2 ) ;
int nLength = approxDist ( x1 - x2 , y1 - y2 ) ;
const int nDist4 = nDist < < 4 ;
nLength = ClipRange ( nLength / ( nDist4 + ( nDist4 > > 1 ) ) , 1 , 4 ) ; // always test midpoint at least once, and never split more than 4 times
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for ( int k = 0 ; true ; k + + ) // check both points of wall and subdivide span into smaller chunks towards target
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{
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withinRange = ( point1Dist < nDist4 ) | | ( point2Dist < nDist4 ) ; // check if both points of span is within radius
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if ( withinRange )
break ;
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if ( k = = nLength ) // reached end
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break ;
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const int xcenter = ( x1 + x2 ) > > 1 , ycenter = ( y1 + y2 ) > > 1 ;
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if ( point1Dist < point2Dist ) // shift closest side of wall towards target point, and refresh point distance values
{
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x2 = xcenter , y2 = ycenter ;
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point2Dist = approxDist ( x - x2 , y - y2 ) ;
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}
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else
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{
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x1 = xcenter , y1 = ycenter ;
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point1Dist = approxDist ( x - x1 , y - y1 ) ;
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}
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}
}
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if ( withinRange ) // if new sector is within range, add it to the processing queue
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{
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sectorMap . Set ( nNextSector ) ;
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search . Add ( nNextSector ) ;
if ( pWalls & & wal . extra > 0 )
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{
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XWALL * pXWall = & xwall [ wal . extra ] ;
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if ( pXWall - > triggerVector & & ! pXWall - > isTriggered & & ! pXWall - > state )
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pWalls - > Push ( wallnum ( & wal ) ) ;
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}
}
}
}
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return sectorMap ;
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}
2019-09-22 06:39:22 +00:00
2021-11-16 17:24:01 +00:00
int picWidth ( int nPic , int repeat ) {
2020-11-22 23:18:07 +00:00
return ClipLow ( ( tileWidth ( nPic ) * repeat ) < < 2 , 0 ) ;
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}
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int picHeight ( int nPic , int repeat ) {
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return ClipLow ( ( tileHeight ( nPic ) * repeat ) < < 2 , 0 ) ;
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}
2020-02-07 19:47:43 +00:00
2019-12-06 19:34:19 +00:00
2019-09-22 06:39:22 +00:00
END_BLD_NS