raze/source/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 "common_game.h"
#include "actor.h"
#include "db.h"
#include "gameutil.h"
#include "globals.h"
#include "tile.h"
#include "trig.h"
BEGIN_BLD_NS
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POINT2D baseWall[kMaxWalls];
POINT3D baseSprite[kMaxSprites];
int baseFloor[kMaxSectors];
int baseCeil[kMaxSectors];
int velFloor[kMaxSectors];
int velCeil[kMaxSectors];
short gUpperLink[kMaxSectors];
short gLowerLink[kMaxSectors];
HITINFO gHitInfo;
bool AreSectorsNeighbors(int sect1, int sect2)
{
dassert(sect1 >= 0 && sect1 < kMaxSectors);
dassert(sect2 >= 0 && sect2 < kMaxSectors);
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;
dassert(*nSector >= 0 && *nSector < kMaxSectors);
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)
{
dassert(*nSector >= 0 && *nSector < kMaxSectors);
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;
}
void CalcFrameRate(void)
{
static int ticks[64];
static int index;
if (ticks[index] != gFrameClock)
{
gFrameRate = (120*64)/((int)gFrameClock-ticks[index]);
ticks[index] = (int)gFrameClock;
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}
index = (index+1) & 63;
}
bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, int nDist)
{
dassert(pSprite != NULL);
int oX = klabs(nX-pSprite->x)>>4;
if (oX >= nDist) return 0;
int oY = klabs(nY-pSprite->y)>>4;
if (oY >= nDist) return 0;
int oZ = klabs(nZ-pSprite->z)>>8;
if (oZ >= nDist) return 0;
if (approxDist(oX, oY) >= nDist) return 0;
int bottom, top;
GetSpriteExtents(pSprite, &top, &bottom);
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 = klabs(nX2-nX1)>>4;
if (oX >= nDist)
return 0;
int oY = klabs(nY2-nY1)>>4;
if (oY >= nDist)
return 0;
int oZ = klabs(nZ2-nZ1)>>4;
if (oZ >= nDist)
return 0;
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);
}
void GetWallNormal(int nWall, int *pX, int *pY)
{
dassert(nWall >= 0 && nWall < kMaxWalls);
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 = divscale16(dX, nLength);
*pY = divscale16(dY, nLength);
}
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 = divscale16(check2, side);
*ix = x1 + mulscale16(dX, nScale);
*iy = y1 + mulscale16(dY, nScale);
*iz = z1 + mulscale16(dZ, nScale);
return 1;
}
int HitScan(spritetype *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int nRange)
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{
dassert(pSprite != NULL);
dassert(dx != 0 || dy != 0);
gHitInfo.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
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 + mulscale30(nRange << 4, Cos(pSprite->ang));
hitscangoal.y = y + mulscale30(nRange << 4, Sin(pSprite->ang));
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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.hitsect = hitData.sect;
gHitInfo.hitwall = hitData.wall;
gHitInfo.hitsprite = hitData.sprite;
gHitInfo.hitx = hitData.pos.x;
gHitInfo.hity = hitData.pos.y;
gHitInfo.hitz = hitData.pos.z;
hitscangoal.x = hitscangoal.y = 0x1ffffff;
pSprite->cstat = bakCstat;
if (gHitInfo.hitsprite >= kMaxSprites || gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors)
return -1;
if (gHitInfo.hitsprite >= 0)
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;
}
int VectorScan(spritetype *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac)
{
int nNum = 256;
dassert(pSprite != NULL);
gHitInfo.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
int x1 = pSprite->x+mulscale30(nOffset, Cos(pSprite->ang+512));
int y1 = pSprite->y+mulscale30(nOffset, Sin(pSprite->ang+512));
int z1 = pSprite->z+nZOffset;
int bakCstat = pSprite->cstat;
pSprite->cstat &= ~256;
int nSector = pSprite->sectnum;
if (nRange)
{
hitscangoal.x = x1+mulscale30(nRange<<4, Cos(pSprite->ang));
hitscangoal.y = y1+mulscale30(nRange<<4, Sin(pSprite->ang));
}
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.hitsect = hitData.sect;
gHitInfo.hitwall = hitData.wall;
gHitInfo.hitsprite = hitData.sprite;
gHitInfo.hitx = hitData.pos.x;
gHitInfo.hity = hitData.pos.y;
gHitInfo.hitz = hitData.pos.z;
hitscangoal.x = hitscangoal.y = 0x1ffffff;
pSprite->cstat = bakCstat;
while (nNum--)
{
if (gHitInfo.hitsprite >= kMaxSprites || gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors)
return -1;
if (nRange && approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) > nRange)
return -1;
if (gHitInfo.hitsprite >= 0)
{
spritetype *pOther = &sprite[gHitInfo.hitsprite];
if ((pOther->flags & 8) && !(ac & 1))
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return 3;
if ((pOther->cstat & 0x30) != 0)
return 3;
int nPicnum = pOther->picnum;
if (tilesiz[nPicnum].x == 0 || tilesiz[nPicnum].y == 0)
return 3;
int height = (tilesiz[nPicnum].y*pOther->yrepeat)<<2;
int otherZ = pOther->z;
if (pOther->cstat & 0x80)
otherZ += height / 2;
int nOffset = picanm[nPicnum].yofs;
if (nOffset)
otherZ -= (nOffset*pOther->yrepeat)<<2;
dassert(height > 0);
int height2 = scale(otherZ-gHitInfo.hitz, tilesiz[nPicnum].y, height);
if (!(pOther->cstat & 8))
height2 = tilesiz[nPicnum].y-height2;
if (height2 >= 0 && height2 < tilesiz[nPicnum].y)
{
int width = (tilesiz[nPicnum].x*pOther->xrepeat)>>2;
width = (width*3)/4;
int check1 = ((y1 - pOther->y)*dx - (x1 - pOther->x)*dy) / ksqrt(dx*dx+dy*dy);
dassert(width > 0);
int width2 = scale(check1, tilesiz[nPicnum].x, width);
int nOffset = picanm[nPicnum].xofs;
width2 += nOffset + tilesiz[nPicnum].x / 2;
if (width2 >= 0 && width2 < tilesiz[nPicnum].x)
{
auto pData = tileLoadTile(nPicnum);
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if (pData[width2*tilesiz[nPicnum].y+height2] != TRANSPARENT_INDEX)
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return 3;
}
}
int bakCstat = pOther->cstat;
pOther->cstat &= ~256;
gHitInfo.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
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.hitsect = hitData.sect;
gHitInfo.hitwall = hitData.wall;
gHitInfo.hitsprite = hitData.sprite;
gHitInfo.hitx = hitData.pos.x;
gHitInfo.hity = hitData.pos.y;
gHitInfo.hitz = hitData.pos.z;
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;
int nSizX = tilesiz[nPicnum].x;
int nSizY = tilesiz[nPicnum].y;
if (!nSizX || !nSizY)
return 0;
nOffset = (nOffset*pWall->yrepeat) / 8;
nOffset += (nSizY*pWall->ypanning) / 256;
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);
nHOffset = pWall->xpanning + ((nHOffset*pWall->xrepeat) << 3) / nLength;
nHOffset %= nSizX;
nOffset %= nSizY;
auto pData = tileLoadTile(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.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
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.hitsect = hitData.sect;
gHitInfo.hitwall = hitData.wall;
gHitInfo.hitsprite = hitData.sprite;
gHitInfo.hitx = hitData.pos.x;
gHitInfo.hity = hitData.pos.y;
gHitInfo.hitz = hitData.pos.z;
pWall->cstat = bakCstat;
wall[pWall->nextwall].cstat = bakCstat2;
continue;
}
return 4;
}
if (gHitInfo.hitsect >= 0)
{
if (dz > 0)
{
if (gUpperLink[gHitInfo.hitsect] < 0)
return 2;
int nSprite = gUpperLink[gHitInfo.hitsect];
int nLink = sprite[nSprite].owner & 0xfff;
gHitInfo.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
x1 = gHitInfo.hitx + sprite[nLink].x - sprite[nSprite].x;
y1 = gHitInfo.hity + sprite[nLink].y - sprite[nSprite].y;
z1 = gHitInfo.hitz + sprite[nLink].z - sprite[nSprite].z;
pos = { x1, y1, z1 };
hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, sprite[nLink].sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1);
gHitInfo.hitsect = hitData.sect;
gHitInfo.hitwall = hitData.wall;
gHitInfo.hitsprite = hitData.sprite;
gHitInfo.hitx = hitData.pos.x;
gHitInfo.hity = hitData.pos.y;
gHitInfo.hitz = hitData.pos.z;
continue;
}
else
{
if (gLowerLink[gHitInfo.hitsect] < 0)
return 1;
int nSprite = gLowerLink[gHitInfo.hitsect];
int nLink = sprite[nSprite].owner & 0xfff;
gHitInfo.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
x1 = gHitInfo.hitx + sprite[nLink].x - sprite[nSprite].x;
y1 = gHitInfo.hity + sprite[nLink].y - sprite[nSprite].y;
z1 = gHitInfo.hitz + sprite[nLink].z - sprite[nSprite].z;
pos = { x1, y1, z1 };
hitData.pos.z = gHitInfo.hitz;
hitscan(&pos, sprite[nLink].sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1);
gHitInfo.hitsect = hitData.sect;
gHitInfo.hitwall = hitData.wall;
gHitInfo.hitsprite = hitData.sprite;
gHitInfo.hitx = hitData.pos.x;
gHitInfo.hity = hitData.pos.y;
gHitInfo.hitz = hitData.pos.z;
continue;
}
}
return -1;
}
return -1;
}
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void GetZRange(spritetype *pSprite, int *ceilZ, int *ceilHit, int *floorZ, int *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax)
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{
dassert(pSprite != NULL);
int bakCstat = pSprite->cstat;
int32_t nTemp1, nTemp2;
pSprite->cstat &= ~257;
getzrange_old(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, (int32_t*)ceilZ, (int32_t*)ceilHit, (int32_t*)floorZ, (int32_t*)floorHit, nDist, nMask);
if (((*floorHit) & 0xc000) == 0x4000)
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{
int nSector = (*floorHit) & 0x3fff;
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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;
}
if (gUpperLink[nSector] >= 0)
{
int nSprite = gUpperLink[nSector];
int nLink = sprite[nSprite].owner & 0xfff;
getzrange_old(pSprite->x+sprite[nLink].x-sprite[nSprite].x, pSprite->y+sprite[nLink].y-sprite[nSprite].y,
pSprite->z+sprite[nLink].z-sprite[nSprite].z, sprite[nLink].sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, (int32_t*)floorHit,
nDist, nMask);
*floorZ -= sprite[nLink].z - sprite[nSprite].z;
}
}
if (((*ceilHit) & 0xc000) == 0x4000)
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{
int nSector = (*ceilHit) & 0x3fff;
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if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1))
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*ceilZ = 0x80000000;
if (gLowerLink[nSector] >= 0)
{
int nSprite = gLowerLink[nSector];
int nLink = sprite[nSprite].owner & 0xfff;
getzrange_old(pSprite->x+sprite[nLink].x-sprite[nSprite].x, pSprite->y+sprite[nLink].y-sprite[nSprite].y,
pSprite->z+sprite[nLink].z-sprite[nSprite].z, sprite[nLink].sectnum, (int32_t*)ceilZ, (int32_t*)ceilHit, &nTemp1, &nTemp2,
nDist, nMask);
*ceilZ -= sprite[nLink].z - sprite[nSprite].z;
}
}
pSprite->cstat = bakCstat;
}
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void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, int *ceilHit, int *floorZ, int *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax)
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{
int32_t nTemp1, nTemp2;
getzrange_old(x, y, z, nSector, (int32_t*)ceilZ, (int32_t*)ceilHit, (int32_t*)floorZ, (int32_t*)floorHit, nDist, nMask);
if (((*floorHit) & 0xc000) == 0x4000)
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{
int nSector = (*floorHit) & 0x3fff;
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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;
}
if (gUpperLink[nSector] >= 0)
{
int nSprite = gUpperLink[nSector];
int nLink = sprite[nSprite].owner & 0xfff;
getzrange_old(x+sprite[nLink].x-sprite[nSprite].x, y+sprite[nLink].y-sprite[nSprite].y,
z+sprite[nLink].z-sprite[nSprite].z, sprite[nLink].sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, (int32_t*)floorHit,
nDist, nMask);
*floorZ -= sprite[nLink].z - sprite[nSprite].z;
}
}
if (((*ceilHit) & 0xc000) == 0x4000)
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{
int nSector = (*ceilHit) & 0x3fff;
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if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1))
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*ceilZ = 0x80000000;
if (gLowerLink[nSector] >= 0)
{
int nSprite = gLowerLink[nSector];
int nLink = sprite[nSprite].owner & 0xfff;
getzrange_old(x+sprite[nLink].x-sprite[nSprite].x, y+sprite[nLink].y-sprite[nSprite].y,
z+sprite[nLink].z-sprite[nSprite].z, sprite[nLink].sectnum, (int32_t*)ceilZ, (int32_t*)ceilHit, &nTemp1, &nTemp2,
nDist, nMask);
*ceilZ -= sprite[nLink].z - sprite[nSprite].z;
}
}
}
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);
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(int *x, int *y, int *z, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask)
{
int bakX = *x;
int bakY = *y;
int bakZ = *z;
short bakSect = *nSector;
unsigned int nRes = clipmove_old((int32_t*)x, (int32_t*)y, (int32_t*)z, &bakSect, xv<<14, yv<<14, wd, cd, fd, nMask);
if (bakSect == -1)
{
*x = bakX; *y = bakY; *z = bakZ;
}
else
{
*nSector = bakSect;
}
return nRes;
}
int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit)
{
char sectbits[(kMaxSectors+7)>>3];
dassert(pSectors != NULL);
memset(sectbits, 0, sizeof(sectbits));
pSectors[0] = nSector;
SetBitString(sectbits, nSector);
int n = 1;
int i = 0;
if (pSectBit)
{
memset(pSectBit, 0, (kMaxSectors+7)>>3);
SetBitString(pSectBit, nSector);
}
while (i < n)
{
int nCurSector = pSectors[i];
int nStartWall = sector[nCurSector].wallptr;
int nEndWall = nStartWall + sector[nCurSector].wallnum;
walltype *pWall = &wall[nStartWall];
for (int j = nStartWall; j < nEndWall; j++, pWall++)
{
int nNextSector = pWall->nextsector;
if (nNextSector < 0)
continue;
if (TestBitString(sectbits, nNextSector))
continue;
SetBitString(sectbits, nNextSector);
int dx = klabs(wall[pWall->point2].x - x)>>4;
int dy = klabs(wall[pWall->point2].y - y)>>4;
if (dx < nDist && dy < nDist)
{
if (approxDist(dx, dy) < nDist)
{
if (pSectBit)
SetBitString(pSectBit, nNextSector);
pSectors[n++] = nNextSector;
}
}
}
i++;
}
pSectors[n] = -1;
return n;
}
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit, short *a8)
{
char sectbits[(kMaxSectors+7)>>3];
dassert(pSectors != NULL);
memset(sectbits, 0, sizeof(sectbits));
pSectors[0] = nSector;
SetBitString(sectbits, nSector);
int n = 1, m = 0;
int i = 0;
if (pSectBit)
{
memset(pSectBit, 0, (kMaxSectors+7)>>3);
SetBitString(pSectBit, nSector);
}
while (i < n)
{
int nCurSector = pSectors[i];
int nStartWall = sector[nCurSector].wallptr;
int nEndWall = nStartWall + sector[nCurSector].wallnum;
walltype *pWall = &wall[nStartWall];
for (int j = nStartWall; j < nEndWall; j++, pWall++)
{
int nNextSector = pWall->nextsector;
if (nNextSector < 0)
continue;
if (TestBitString(sectbits, nNextSector))
continue;
SetBitString(sectbits, nNextSector);
if (CheckProximityWall(wall[j].point2, x, y, nDist))
{
if (pSectBit)
SetBitString(pSectBit, nNextSector);
pSectors[n++] = nNextSector;
if (a8 && pWall->extra > 0)
{
XWALL *pXWall = &xwall[pWall->extra];
if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state)
a8[m++] = j;
}
}
}
i++;
}
pSectors[n] = -1;
if (a8)
{
a8[m] = -1;
}
return n;
}
int picWidth(short nPic, short repeat) {
- Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon. - Change damage scale and min firedist for Custom Dude. - Remove unnecessary checks in callback of tracking condition. - Fix picWidth() function. - Better initialization of modern stuff. - kModernSeqSpawner: disable all other spawners with same TX ID when enabling current. - Fix: sceneQav was not playing if resurrected with COUSTEAU cheat. - kModernPictureChanger: remove kModernFlag01 feature (deprecated). - kModernSectorFXChanger: add flags to control where exactly light effect should appear. - kModernCondition: - add delay before sending command if condition is true. - take in account state, so kCmdState and kCmdNotState is useful. - fix wrong comparison result in some conditions. - add new various conditions. - kModernPlayerControl: - fix start / stop playing qav scene when triggered with event command converted to sprite command. - add a way to resurrect / heal player. - add event commands to toggle inventory item status via trigger. - fix that Remote and Proximity detonators cannot be given. - add clear all screen effects option. - proper percents for changing movement / jumping. - kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink. - kModernSpriteDamager: treat damage value as percents by default, take in account god mode. - kModernEffectGen: fix wrong cstat for effects. - kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it. - Players: assign or update current player's sprite index for all conditions. # Conflicts: # source/blood/src/nnexts.cpp
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return ClipLow((tilesiz[nPic].x * repeat) << 2, 0);
}
int picHeight(short nPic, short repeat) {
return ClipLow((tilesiz[nPic].y * repeat) << 2, 0);
}
END_BLD_NS