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- normalize line endings.
This commit is contained in:
parent
a34c6d6b5f
commit
276597fc36
3 changed files with 960 additions and 960 deletions
|
@ -1,71 +1,71 @@
|
|||
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||
|
||||
[1] I give you permission to make modifications to my Build source and
|
||||
distribute it, BUT:
|
||||
|
||||
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||
through the INTERNET.
|
||||
|
||||
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||
charge - no commercial exploitation whatsoever.
|
||||
|
||||
[4] Anything you distribute which uses a part of my Build Engine source
|
||||
code MUST include:
|
||||
|
||||
[A] The following message somewhere in the archive:
|
||||
|
||||
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||
// See the included license file "BUILDLIC.TXT" for license info.
|
||||
|
||||
[B] This text file "BUILDLIC.TXT" along with it.
|
||||
|
||||
[C] Any source files that you modify must include this message as well:
|
||||
|
||||
// This file has been modified from Ken Silverman's original release
|
||||
|
||||
[5] The use of the Build Engine for commercial purposes will require an
|
||||
appropriate license arrangement with me. Contact information is
|
||||
on my web site.
|
||||
|
||||
[6] I take no responsibility for damage to your system.
|
||||
|
||||
[7] Technical support: Before contacting me with questions, please read
|
||||
and do ALL of the following!
|
||||
|
||||
[A] Look through ALL of my text files. There are 7 of them (including this
|
||||
one). I like to think that I wrote them for a reason. You will find
|
||||
many of your answers in the history section of BUILD.TXT and
|
||||
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||
|
||||
[B] If that doesn't satisfy you, then try going to:
|
||||
|
||||
"http://www.advsys.net/ken/buildsrc"
|
||||
|
||||
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||
just provide a link to a good FAQ).
|
||||
|
||||
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||
that I can handle.
|
||||
|
||||
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||
|
||||
As my line of defense, I will post my current policy about
|
||||
answering Build source questions (right below the E-mail address
|
||||
on my web site.) You can check there to see if I'm getting
|
||||
overloaded with questions or not.
|
||||
|
||||
If I'm too busy, it might say something like this:
|
||||
|
||||
I'm too busy to answer Build source questions right now.
|
||||
Sorry, but don't expect a reply from me any time soon.
|
||||
|
||||
If I'm open for Build source questions, please state your question
|
||||
clearly and don't include any unsolicited attachments unless
|
||||
they're really small (like less than 50k). Assume that I have
|
||||
a 28.8k modem. Also, don't leave out important details just
|
||||
to make your question appear shorter - making me guess what
|
||||
you're asking doesn't save me time!
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
-Ken S. (official web site: http://www.advsys.net/ken)
|
||||
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||
|
||||
[1] I give you permission to make modifications to my Build source and
|
||||
distribute it, BUT:
|
||||
|
||||
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||
through the INTERNET.
|
||||
|
||||
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||
charge - no commercial exploitation whatsoever.
|
||||
|
||||
[4] Anything you distribute which uses a part of my Build Engine source
|
||||
code MUST include:
|
||||
|
||||
[A] The following message somewhere in the archive:
|
||||
|
||||
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||
// See the included license file "BUILDLIC.TXT" for license info.
|
||||
|
||||
[B] This text file "BUILDLIC.TXT" along with it.
|
||||
|
||||
[C] Any source files that you modify must include this message as well:
|
||||
|
||||
// This file has been modified from Ken Silverman's original release
|
||||
|
||||
[5] The use of the Build Engine for commercial purposes will require an
|
||||
appropriate license arrangement with me. Contact information is
|
||||
on my web site.
|
||||
|
||||
[6] I take no responsibility for damage to your system.
|
||||
|
||||
[7] Technical support: Before contacting me with questions, please read
|
||||
and do ALL of the following!
|
||||
|
||||
[A] Look through ALL of my text files. There are 7 of them (including this
|
||||
one). I like to think that I wrote them for a reason. You will find
|
||||
many of your answers in the history section of BUILD.TXT and
|
||||
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||
|
||||
[B] If that doesn't satisfy you, then try going to:
|
||||
|
||||
"http://www.advsys.net/ken/buildsrc"
|
||||
|
||||
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||
just provide a link to a good FAQ).
|
||||
|
||||
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||
that I can handle.
|
||||
|
||||
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||
|
||||
As my line of defense, I will post my current policy about
|
||||
answering Build source questions (right below the E-mail address
|
||||
on my web site.) You can check there to see if I'm getting
|
||||
overloaded with questions or not.
|
||||
|
||||
If I'm too busy, it might say something like this:
|
||||
|
||||
I'm too busy to answer Build source questions right now.
|
||||
Sorry, but don't expect a reply from me any time soon.
|
||||
|
||||
If I'm open for Build source questions, please state your question
|
||||
clearly and don't include any unsolicited attachments unless
|
||||
they're really small (like less than 50k). Assume that I have
|
||||
a 28.8k modem. Also, don't leave out important details just
|
||||
to make your question appear shorter - making me guess what
|
||||
you're asking doesn't save me time!
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
-Ken S. (official web site: http://www.advsys.net/ken)
|
||||
|
|
|
@ -1,483 +1,483 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
|
||||
|
||||
This is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
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 "gamefuncs.h"
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||||
#include "gamestruct.h"
|
||||
#include "intvec.h"
|
||||
#include "coreactor.h"
|
||||
#include "interpolate.h"
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||||
|
||||
//---------------------------------------------------------------------------
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||||
//
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||||
// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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||||
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||||
int cameradist, cameraclock;
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||||
|
||||
bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* act, sectortype** psect, binangle ang, fixedhoriz horiz, double const smoothratio)
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{
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HitInfoBase hitinfo;
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||||
binangle daang;
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||||
int newdist;
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|
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if (!*psect) return false;
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// Calculate new pos to shoot backwards, using averaged values from the big three.
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int nx = gi->chaseCamX(ang);
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||||
int ny = gi->chaseCamY(ang);
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||||
int nz = gi->chaseCamZ(horiz);
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||||
|
||||
auto bakcstat = act->spr.cstat;
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||||
act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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||||
updatesectorz(*px, *py, *pz, psect);
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hitscan({ *px, *py, *pz }, *psect, { nx, ny, nz }, hitinfo, CLIPMASK1);
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act->spr.cstat = bakcstat;
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||||
|
||||
int hx = hitinfo.hitpos.X - *px;
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||||
int hy = hitinfo.hitpos.Y - *py;
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||||
|
||||
if (*psect == nullptr)
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||||
{
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return false;
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||||
}
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||||
|
||||
// If something is in the way, make pp->camera_dist lower if necessary
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||||
if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
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||||
{
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||||
if (hitinfo.hitWall != nullptr)
|
||||
{
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||||
// Push you a little bit off the wall
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||||
*psect = hitinfo.hitSector;
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||||
daang = bvectangbam(hitinfo.hitWall->point2Wall()->pos.X - hitinfo.hitWall->pos.X,
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hitinfo.hitWall->point2Wall()->pos.Y - hitinfo.hitWall->pos.Y);
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||||
newdist = nx * daang.bsin() + ny * -daang.bcos();
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||||
|
||||
if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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||||
else
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||||
hy -= MulScale(ny, newdist, 28);
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||||
}
|
||||
else if (hitinfo.hitActor == nullptr)
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||||
{
|
||||
// Push you off the ceiling/floor
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||||
*psect = hitinfo.hitSector;
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||||
|
||||
if (abs(nx) > abs(ny))
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||||
hx -= (nx >> 5);
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else
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||||
hy -= (ny >> 5);
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||||
}
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||||
else
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||||
{
|
||||
// If you hit a sprite that's not a wall sprite - try again.
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||||
auto hit = hitinfo.hitActor;
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||||
|
||||
if (!(hit->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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||||
{
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bakcstat = hit->spr.cstat;
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hit->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(px, py, pz, act, psect, ang, horiz, smoothratio);
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hit->spr.cstat = bakcstat;
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return false;
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||||
}
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||||
else
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||||
{
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||||
// same as wall calculation.
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daang = buildang(act->spr.ang - 512);
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||||
newdist = nx * daang.bsin() + ny * -daang.bcos();
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||||
|
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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||||
else
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||||
hy -= MulScale(ny, newdist, 28);
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||||
}
|
||||
}
|
||||
|
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if (abs(nx) > abs(ny))
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||||
newdist = DivScale(hx, nx, 16);
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||||
else
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||||
newdist = DivScale(hy, ny, 16);
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||||
|
||||
if (newdist < cameradist)
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||||
cameradist = newdist;
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||||
}
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||||
|
||||
// Actually move you! (Camerdist is 65536 if nothing is in the way)
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*px += MulScale(nx, cameradist, 16);
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*py += MulScale(ny, cameradist, 16);
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||||
*pz += MulScale(nz, cameradist, 16);
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||||
|
||||
// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
|
||||
int myclock = PlayClock + MulScale(120 / GameTicRate, int(smoothratio), 16);
|
||||
if (cameraclock == INT_MIN)
|
||||
{
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||||
// Third person view was just started.
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||||
cameraclock = myclock;
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||||
}
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||||
|
||||
// Slowly increase cameradist until it reaches 65536.
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||||
cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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||||
cameraclock = myclock;
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||||
|
||||
// Make sure psectnum is correct.
|
||||
updatesectorz(*px, *py, *pz, psect);
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||||
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return true;
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||||
}
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||||
|
||||
//==========================================================================
|
||||
//
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||||
// consolidated slope calculation
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||||
//
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||||
//==========================================================================
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||||
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void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, float* pflorz)
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||||
{
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int bits = 0;
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||||
if (pceilz)
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||||
{
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bits |= sec->ceilingstat;
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*pceilz = float(sec->ceilingz);
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||||
}
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||||
if (pflorz)
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||||
{
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bits |= sec->floorstat;
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*pflorz = float(sec->floorz);
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||||
}
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||||
|
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if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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||||
{
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auto wal = sec->firstWall();
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int len = wal->Length();
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if (len != 0)
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||||
{
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||||
float fac = (wal->deltax() * (float(ypos - wal->pos.Y)) - wal->deltay() * (float(xpos - wal->pos.X))) * (1.f / 256.f) / len;
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if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
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if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
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||||
}
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||||
}
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||||
}
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||||
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||||
//==========================================================================
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||||
//
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// for the renderer (Polymost variants are in polymost.cpp)
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||||
//
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||||
//==========================================================================
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||||
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void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
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||||
{
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calcSlope(sec, dax, day, pceilz, pflorz);
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if (pceilz) *pceilz *= -(1 / 256.f);
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||||
if (pflorz) *pflorz *= -(1 / 256.f);
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||||
}
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||||
|
||||
//==========================================================================
|
||||
//
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||||
// for the games (these are not inlined so that they can inline calcSlope)
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||||
//
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||||
//==========================================================================
|
||||
|
||||
int getceilzofslopeptr(const sectortype* sec, int dax, int day)
|
||||
{
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||||
float z;
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calcSlope(sec, dax, day, &z, nullptr);
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||||
return int(z);
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||||
}
|
||||
|
||||
int getflorzofslopeptr(const sectortype* sec, int dax, int day)
|
||||
{
|
||||
float z;
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calcSlope(sec, dax, day, nullptr, &z);
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||||
return int(z);
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||||
}
|
||||
|
||||
void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz)
|
||||
{
|
||||
float c, f;
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||||
calcSlope(sec, dax, day, &c, &f);
|
||||
*ceilz = int(c);
|
||||
*florz = int(f);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int getslopeval(sectortype* sect, int x, int y, int z, int basez)
|
||||
{
|
||||
auto wal = sect->firstWall();
|
||||
auto delta = wal->delta();
|
||||
int i = (y - wal->pos.Y) * delta.X - (x - wal->pos.X) * delta.Y;
|
||||
return i == 0? 0 : Scale((z - basez) << 8, wal->Length(), i);
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculate the position of a wall sprite in the world
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render)
|
||||
{
|
||||
auto tex = tileGetTexture(spr->picnum);
|
||||
|
||||
int width, leftofs;
|
||||
if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
|
||||
{
|
||||
width = TileFiles.tiledata[spr->picnum].hiofs.xsize;
|
||||
leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + spr->xoffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
width = (int)tex->GetDisplayWidth();
|
||||
leftofs = ((int)tex->GetDisplayLeftOffset() + spr->xoffset);
|
||||
}
|
||||
|
||||
int x = bsin(spr->ang) * spr->xrepeat;
|
||||
int y = -bcos(spr->ang) * spr->xrepeat;
|
||||
|
||||
int xoff = leftofs;
|
||||
if (spr->cstat & CSTAT_SPRITE_XFLIP) xoff = -xoff;
|
||||
int origin = (width >> 1) + xoff;
|
||||
|
||||
out[0].X = pos.X - MulScale(x, origin, 16);
|
||||
out[0].Y = pos.Y - MulScale(y, origin, 16);
|
||||
out[1].X = out[0].X + MulScale(x, width, 16);
|
||||
out[1].Y = out[0].Y + MulScale(y, width, 16);
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculate the position of a wall sprite in the world
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void TGetFlatSpritePosition(const spritetypebase* spr, vec2_t pos, vec2_t* out, int* outz, int heinum, bool render)
|
||||
{
|
||||
auto tex = tileGetTexture(spr->picnum);
|
||||
|
||||
int width, height, leftofs, topofs;
|
||||
int ratio = ksqrt(heinum * heinum + 4096 * 4096);
|
||||
|
||||
int xo = heinum ? 0 : spr->xoffset;
|
||||
int yo = heinum ? 0 : spr->yoffset;
|
||||
|
||||
if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
|
||||
{
|
||||
width = TileFiles.tiledata[spr->picnum].hiofs.xsize * spr->xrepeat;
|
||||
height = TileFiles.tiledata[spr->picnum].hiofs.ysize * spr->yrepeat;
|
||||
leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + xo) * spr->xrepeat;
|
||||
topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + yo) * spr->yrepeat;
|
||||
}
|
||||
else
|
||||
{
|
||||
width = (int)tex->GetDisplayWidth() * spr->xrepeat;
|
||||
height = (int)tex->GetDisplayHeight() * spr->yrepeat;
|
||||
leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * spr->xrepeat;
|
||||
topofs = ((int)tex->GetDisplayTopOffset() + yo) * spr->yrepeat;
|
||||
}
|
||||
|
||||
if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
|
||||
if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
|
||||
|
||||
int sprcenterx = (width >> 1) + leftofs;
|
||||
int sprcentery = (height >> 1) + topofs;
|
||||
|
||||
int cosang = bcos(spr->ang);
|
||||
int sinang = bsin(spr->ang);
|
||||
int cosangslope = DivScale(cosang, ratio, 12);
|
||||
int sinangslope = DivScale(sinang, ratio, 12);
|
||||
|
||||
out[0].X = pos.X + DMulScale(sinang, sprcenterx, cosangslope, sprcentery, 16);
|
||||
out[0].Y = pos.Y + DMulScale(sinangslope, sprcentery, -cosang, sprcenterx, 16);
|
||||
|
||||
out[1].X = out[0].X - MulScale(sinang, width, 16);
|
||||
out[1].Y = out[0].Y + MulScale(cosang, width, 16);
|
||||
|
||||
vec2_t sub = { MulScale(cosangslope, height, 16), MulScale(sinangslope, height, 16) };
|
||||
out[2] = out[1] - sub;
|
||||
out[3] = out[0] - sub;
|
||||
if (outz)
|
||||
{
|
||||
if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0;
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int spos = DMulScale(-sinang, out[i].Y - spr->pos.Y, -cosang, out[i].X - spr->pos.X, 4);
|
||||
outz[i] = MulScale(heinum, spos, 18);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GetFlatSpritePosition(DCoreActor* actor, vec2_t pos, vec2_t* out, bool render)
|
||||
{
|
||||
TGetFlatSpritePosition(&actor->spr, pos, out, nullptr, spriteGetSlope(actor), render);
|
||||
}
|
||||
|
||||
void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, int* outz, bool render)
|
||||
{
|
||||
TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Check if some walls are set to use rotated textures.
|
||||
// Ideally this should just have been done with texture rotation,
|
||||
// but the effects on the render code would be too severe due to the alignment mess.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void checkRotatedWalls()
|
||||
{
|
||||
for (auto& w : wall)
|
||||
{
|
||||
if (w.cstat & CSTAT_WALL_ROTATE_90)
|
||||
{
|
||||
auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
|
||||
|
||||
if (tile.newtile == -1 && tile.owner == -1)
|
||||
{
|
||||
auto owner = w.picnum + animateoffs(w.picnum, 16384);
|
||||
|
||||
tile.newtile = TileFiles.tileCreateRotated(owner);
|
||||
assert(tile.newtile != -1);
|
||||
|
||||
RotTile(tile.newtile).owner = w.picnum + animateoffs(w.picnum, 16384);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// check if two sectors share a wall connection
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool sectorsConnected(int sect1, int sect2)
|
||||
{
|
||||
for (auto& wal : wallsofsector(sect1))
|
||||
{
|
||||
if (wal.nextsector == sect2) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void dragpoint(walltype* startwall, int newx, int newy)
|
||||
{
|
||||
vertexscan(startwall, [&](walltype* wal)
|
||||
{
|
||||
wal->move(newx, newy);
|
||||
wal->sectorp()->exflags |= SECTOREX_DRAGGED;
|
||||
});
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor)
|
||||
{
|
||||
validateTSpriteSize(tsprite, spritesortcnt);
|
||||
|
||||
if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr;
|
||||
auto tspr = &tsprite[spritesortcnt++];
|
||||
|
||||
tspr->pos = actor->spr.pos;
|
||||
tspr->cstat = actor->spr.cstat;
|
||||
tspr->picnum = actor->spr.picnum;
|
||||
tspr->shade = actor->spr.shade;
|
||||
tspr->pal = actor->spr.pal;
|
||||
tspr->clipdist = 0;
|
||||
tspr->blend = actor->spr.blend;
|
||||
tspr->xrepeat = actor->spr.xrepeat;
|
||||
tspr->yrepeat = actor->spr.yrepeat;
|
||||
tspr->xoffset = actor->spr.xoffset;
|
||||
tspr->yoffset = actor->spr.yoffset;
|
||||
tspr->sectp = actor->spr.sectp;
|
||||
tspr->statnum = actor->spr.statnum;
|
||||
tspr->ang = actor->spr.ang;
|
||||
tspr->xvel = actor->spr.xvel;
|
||||
tspr->yvel = actor->spr.yvel;
|
||||
tspr->zvel = actor->spr.zvel;
|
||||
tspr->lotag = actor->spr.lotag;
|
||||
tspr->hitag = actor->spr.hitag;
|
||||
tspr->extra = actor->spr.extra;
|
||||
tspr->time = actor->time;
|
||||
tspr->ownerActor = actor;
|
||||
|
||||
// need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'.
|
||||
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
||||
{
|
||||
tspr->cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
tspr->clipdist |= TSPR_SLOPESPRITE;
|
||||
}
|
||||
|
||||
return tspr;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// vector serializers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* key, vec2_t& c, vec2_t* def)
|
||||
{
|
||||
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
||||
if (arc.BeginObject(key))
|
||||
{
|
||||
arc("x", c.X, def ? &def->X : nullptr)
|
||||
("y", c.Y, def ? &def->Y : nullptr)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def)
|
||||
{
|
||||
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
||||
if (arc.BeginObject(key))
|
||||
{
|
||||
arc("x", c.X, def ? &def->X : nullptr)
|
||||
("y", c.Y, def ? &def->Y : nullptr)
|
||||
("z", c.Z, def ? &def->Z : nullptr)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
|
||||
|
||||
This is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
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 "gamefuncs.h"
|
||||
#include "gamestruct.h"
|
||||
#include "intvec.h"
|
||||
#include "coreactor.h"
|
||||
#include "interpolate.h"
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Unified chasecam function for all games.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int cameradist, cameraclock;
|
||||
|
||||
bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* act, sectortype** psect, binangle ang, fixedhoriz horiz, double const smoothratio)
|
||||
{
|
||||
HitInfoBase hitinfo;
|
||||
binangle daang;
|
||||
int newdist;
|
||||
|
||||
if (!*psect) return false;
|
||||
// Calculate new pos to shoot backwards, using averaged values from the big three.
|
||||
int nx = gi->chaseCamX(ang);
|
||||
int ny = gi->chaseCamY(ang);
|
||||
int nz = gi->chaseCamZ(horiz);
|
||||
|
||||
auto bakcstat = act->spr.cstat;
|
||||
act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
updatesectorz(*px, *py, *pz, psect);
|
||||
hitscan({ *px, *py, *pz }, *psect, { nx, ny, nz }, hitinfo, CLIPMASK1);
|
||||
act->spr.cstat = bakcstat;
|
||||
|
||||
int hx = hitinfo.hitpos.X - *px;
|
||||
int hy = hitinfo.hitpos.Y - *py;
|
||||
|
||||
if (*psect == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If something is in the way, make pp->camera_dist lower if necessary
|
||||
if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
|
||||
{
|
||||
if (hitinfo.hitWall != nullptr)
|
||||
{
|
||||
// Push you a little bit off the wall
|
||||
*psect = hitinfo.hitSector;
|
||||
daang = bvectangbam(hitinfo.hitWall->point2Wall()->pos.X - hitinfo.hitWall->pos.X,
|
||||
hitinfo.hitWall->point2Wall()->pos.Y - hitinfo.hitWall->pos.Y);
|
||||
newdist = nx * daang.bsin() + ny * -daang.bcos();
|
||||
|
||||
if (abs(nx) > abs(ny))
|
||||
hx -= MulScale(nx, newdist, 28);
|
||||
else
|
||||
hy -= MulScale(ny, newdist, 28);
|
||||
}
|
||||
else if (hitinfo.hitActor == nullptr)
|
||||
{
|
||||
// Push you off the ceiling/floor
|
||||
*psect = hitinfo.hitSector;
|
||||
|
||||
if (abs(nx) > abs(ny))
|
||||
hx -= (nx >> 5);
|
||||
else
|
||||
hy -= (ny >> 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If you hit a sprite that's not a wall sprite - try again.
|
||||
auto hit = hitinfo.hitActor;
|
||||
|
||||
if (!(hit->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
bakcstat = hit->spr.cstat;
|
||||
hit->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
calcChaseCamPos(px, py, pz, act, psect, ang, horiz, smoothratio);
|
||||
hit->spr.cstat = bakcstat;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// same as wall calculation.
|
||||
daang = buildang(act->spr.ang - 512);
|
||||
newdist = nx * daang.bsin() + ny * -daang.bcos();
|
||||
|
||||
if (abs(nx) > abs(ny))
|
||||
hx -= MulScale(nx, newdist, 28);
|
||||
else
|
||||
hy -= MulScale(ny, newdist, 28);
|
||||
}
|
||||
}
|
||||
|
||||
if (abs(nx) > abs(ny))
|
||||
newdist = DivScale(hx, nx, 16);
|
||||
else
|
||||
newdist = DivScale(hy, ny, 16);
|
||||
|
||||
if (newdist < cameradist)
|
||||
cameradist = newdist;
|
||||
}
|
||||
|
||||
// Actually move you! (Camerdist is 65536 if nothing is in the way)
|
||||
*px += MulScale(nx, cameradist, 16);
|
||||
*py += MulScale(ny, cameradist, 16);
|
||||
*pz += MulScale(nz, cameradist, 16);
|
||||
|
||||
// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
|
||||
int myclock = PlayClock + MulScale(120 / GameTicRate, int(smoothratio), 16);
|
||||
if (cameraclock == INT_MIN)
|
||||
{
|
||||
// Third person view was just started.
|
||||
cameraclock = myclock;
|
||||
}
|
||||
|
||||
// Slowly increase cameradist until it reaches 65536.
|
||||
cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
|
||||
cameraclock = myclock;
|
||||
|
||||
// Make sure psectnum is correct.
|
||||
updatesectorz(*px, *py, *pz, psect);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// consolidated slope calculation
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, float* pflorz)
|
||||
{
|
||||
int bits = 0;
|
||||
if (pceilz)
|
||||
{
|
||||
bits |= sec->ceilingstat;
|
||||
*pceilz = float(sec->ceilingz);
|
||||
}
|
||||
if (pflorz)
|
||||
{
|
||||
bits |= sec->floorstat;
|
||||
*pflorz = float(sec->floorz);
|
||||
}
|
||||
|
||||
if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
|
||||
{
|
||||
auto wal = sec->firstWall();
|
||||
int len = wal->Length();
|
||||
if (len != 0)
|
||||
{
|
||||
float fac = (wal->deltax() * (float(ypos - wal->pos.Y)) - wal->deltay() * (float(xpos - wal->pos.X))) * (1.f / 256.f) / len;
|
||||
if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
|
||||
if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// for the renderer (Polymost variants are in polymost.cpp)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
|
||||
{
|
||||
calcSlope(sec, dax, day, pceilz, pflorz);
|
||||
if (pceilz) *pceilz *= -(1 / 256.f);
|
||||
if (pflorz) *pflorz *= -(1 / 256.f);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// for the games (these are not inlined so that they can inline calcSlope)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int getceilzofslopeptr(const sectortype* sec, int dax, int day)
|
||||
{
|
||||
float z;
|
||||
calcSlope(sec, dax, day, &z, nullptr);
|
||||
return int(z);
|
||||
}
|
||||
|
||||
int getflorzofslopeptr(const sectortype* sec, int dax, int day)
|
||||
{
|
||||
float z;
|
||||
calcSlope(sec, dax, day, nullptr, &z);
|
||||
return int(z);
|
||||
}
|
||||
|
||||
void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz)
|
||||
{
|
||||
float c, f;
|
||||
calcSlope(sec, dax, day, &c, &f);
|
||||
*ceilz = int(c);
|
||||
*florz = int(f);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int getslopeval(sectortype* sect, int x, int y, int z, int basez)
|
||||
{
|
||||
auto wal = sect->firstWall();
|
||||
auto delta = wal->delta();
|
||||
int i = (y - wal->pos.Y) * delta.X - (x - wal->pos.X) * delta.Y;
|
||||
return i == 0? 0 : Scale((z - basez) << 8, wal->Length(), i);
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculate the position of a wall sprite in the world
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render)
|
||||
{
|
||||
auto tex = tileGetTexture(spr->picnum);
|
||||
|
||||
int width, leftofs;
|
||||
if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
|
||||
{
|
||||
width = TileFiles.tiledata[spr->picnum].hiofs.xsize;
|
||||
leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + spr->xoffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
width = (int)tex->GetDisplayWidth();
|
||||
leftofs = ((int)tex->GetDisplayLeftOffset() + spr->xoffset);
|
||||
}
|
||||
|
||||
int x = bsin(spr->ang) * spr->xrepeat;
|
||||
int y = -bcos(spr->ang) * spr->xrepeat;
|
||||
|
||||
int xoff = leftofs;
|
||||
if (spr->cstat & CSTAT_SPRITE_XFLIP) xoff = -xoff;
|
||||
int origin = (width >> 1) + xoff;
|
||||
|
||||
out[0].X = pos.X - MulScale(x, origin, 16);
|
||||
out[0].Y = pos.Y - MulScale(y, origin, 16);
|
||||
out[1].X = out[0].X + MulScale(x, width, 16);
|
||||
out[1].Y = out[0].Y + MulScale(y, width, 16);
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculate the position of a wall sprite in the world
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void TGetFlatSpritePosition(const spritetypebase* spr, vec2_t pos, vec2_t* out, int* outz, int heinum, bool render)
|
||||
{
|
||||
auto tex = tileGetTexture(spr->picnum);
|
||||
|
||||
int width, height, leftofs, topofs;
|
||||
int ratio = ksqrt(heinum * heinum + 4096 * 4096);
|
||||
|
||||
int xo = heinum ? 0 : spr->xoffset;
|
||||
int yo = heinum ? 0 : spr->yoffset;
|
||||
|
||||
if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
|
||||
{
|
||||
width = TileFiles.tiledata[spr->picnum].hiofs.xsize * spr->xrepeat;
|
||||
height = TileFiles.tiledata[spr->picnum].hiofs.ysize * spr->yrepeat;
|
||||
leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + xo) * spr->xrepeat;
|
||||
topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + yo) * spr->yrepeat;
|
||||
}
|
||||
else
|
||||
{
|
||||
width = (int)tex->GetDisplayWidth() * spr->xrepeat;
|
||||
height = (int)tex->GetDisplayHeight() * spr->yrepeat;
|
||||
leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * spr->xrepeat;
|
||||
topofs = ((int)tex->GetDisplayTopOffset() + yo) * spr->yrepeat;
|
||||
}
|
||||
|
||||
if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
|
||||
if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
|
||||
|
||||
int sprcenterx = (width >> 1) + leftofs;
|
||||
int sprcentery = (height >> 1) + topofs;
|
||||
|
||||
int cosang = bcos(spr->ang);
|
||||
int sinang = bsin(spr->ang);
|
||||
int cosangslope = DivScale(cosang, ratio, 12);
|
||||
int sinangslope = DivScale(sinang, ratio, 12);
|
||||
|
||||
out[0].X = pos.X + DMulScale(sinang, sprcenterx, cosangslope, sprcentery, 16);
|
||||
out[0].Y = pos.Y + DMulScale(sinangslope, sprcentery, -cosang, sprcenterx, 16);
|
||||
|
||||
out[1].X = out[0].X - MulScale(sinang, width, 16);
|
||||
out[1].Y = out[0].Y + MulScale(cosang, width, 16);
|
||||
|
||||
vec2_t sub = { MulScale(cosangslope, height, 16), MulScale(sinangslope, height, 16) };
|
||||
out[2] = out[1] - sub;
|
||||
out[3] = out[0] - sub;
|
||||
if (outz)
|
||||
{
|
||||
if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0;
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int spos = DMulScale(-sinang, out[i].Y - spr->pos.Y, -cosang, out[i].X - spr->pos.X, 4);
|
||||
outz[i] = MulScale(heinum, spos, 18);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GetFlatSpritePosition(DCoreActor* actor, vec2_t pos, vec2_t* out, bool render)
|
||||
{
|
||||
TGetFlatSpritePosition(&actor->spr, pos, out, nullptr, spriteGetSlope(actor), render);
|
||||
}
|
||||
|
||||
void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, int* outz, bool render)
|
||||
{
|
||||
TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Check if some walls are set to use rotated textures.
|
||||
// Ideally this should just have been done with texture rotation,
|
||||
// but the effects on the render code would be too severe due to the alignment mess.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void checkRotatedWalls()
|
||||
{
|
||||
for (auto& w : wall)
|
||||
{
|
||||
if (w.cstat & CSTAT_WALL_ROTATE_90)
|
||||
{
|
||||
auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
|
||||
|
||||
if (tile.newtile == -1 && tile.owner == -1)
|
||||
{
|
||||
auto owner = w.picnum + animateoffs(w.picnum, 16384);
|
||||
|
||||
tile.newtile = TileFiles.tileCreateRotated(owner);
|
||||
assert(tile.newtile != -1);
|
||||
|
||||
RotTile(tile.newtile).owner = w.picnum + animateoffs(w.picnum, 16384);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// check if two sectors share a wall connection
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool sectorsConnected(int sect1, int sect2)
|
||||
{
|
||||
for (auto& wal : wallsofsector(sect1))
|
||||
{
|
||||
if (wal.nextsector == sect2) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void dragpoint(walltype* startwall, int newx, int newy)
|
||||
{
|
||||
vertexscan(startwall, [&](walltype* wal)
|
||||
{
|
||||
wal->move(newx, newy);
|
||||
wal->sectorp()->exflags |= SECTOREX_DRAGGED;
|
||||
});
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor)
|
||||
{
|
||||
validateTSpriteSize(tsprite, spritesortcnt);
|
||||
|
||||
if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr;
|
||||
auto tspr = &tsprite[spritesortcnt++];
|
||||
|
||||
tspr->pos = actor->spr.pos;
|
||||
tspr->cstat = actor->spr.cstat;
|
||||
tspr->picnum = actor->spr.picnum;
|
||||
tspr->shade = actor->spr.shade;
|
||||
tspr->pal = actor->spr.pal;
|
||||
tspr->clipdist = 0;
|
||||
tspr->blend = actor->spr.blend;
|
||||
tspr->xrepeat = actor->spr.xrepeat;
|
||||
tspr->yrepeat = actor->spr.yrepeat;
|
||||
tspr->xoffset = actor->spr.xoffset;
|
||||
tspr->yoffset = actor->spr.yoffset;
|
||||
tspr->sectp = actor->spr.sectp;
|
||||
tspr->statnum = actor->spr.statnum;
|
||||
tspr->ang = actor->spr.ang;
|
||||
tspr->xvel = actor->spr.xvel;
|
||||
tspr->yvel = actor->spr.yvel;
|
||||
tspr->zvel = actor->spr.zvel;
|
||||
tspr->lotag = actor->spr.lotag;
|
||||
tspr->hitag = actor->spr.hitag;
|
||||
tspr->extra = actor->spr.extra;
|
||||
tspr->time = actor->time;
|
||||
tspr->ownerActor = actor;
|
||||
|
||||
// need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'.
|
||||
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
||||
{
|
||||
tspr->cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
tspr->clipdist |= TSPR_SLOPESPRITE;
|
||||
}
|
||||
|
||||
return tspr;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// vector serializers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* key, vec2_t& c, vec2_t* def)
|
||||
{
|
||||
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
||||
if (arc.BeginObject(key))
|
||||
{
|
||||
arc("x", c.X, def ? &def->X : nullptr)
|
||||
("y", c.Y, def ? &def->Y : nullptr)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def)
|
||||
{
|
||||
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
||||
if (arc.BeginObject(key))
|
||||
{
|
||||
arc("x", c.X, def ? &def->X : nullptr)
|
||||
("y", c.Y, def ? &def->Y : nullptr)
|
||||
("z", c.Z, def ? &def->Z : nullptr)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
|
|
@ -1,406 +1,406 @@
|
|||
#pragma once
|
||||
|
||||
#include "gamecontrol.h"
|
||||
#include "binaryangle.h"
|
||||
#include "build.h"
|
||||
#include "coreactor.h"
|
||||
|
||||
// breadth first search, this gets used multiple times throughout the engine, mainly for iterating over sectors.
|
||||
// Only works on indices, this has no knowledge of the actual objects being looked at.
|
||||
// All objects of this type operate on the same shared store. Interleaved use is not allowed, nested use is fine.
|
||||
class BFSSearch
|
||||
{
|
||||
static inline TArray<unsigned> store;
|
||||
|
||||
unsigned bitpos;
|
||||
unsigned startpos;
|
||||
unsigned curpos;
|
||||
|
||||
public:
|
||||
enum { EOL = ~0u };
|
||||
BFSSearch(unsigned datasize, unsigned startnode)
|
||||
{
|
||||
bitpos = store.Size();
|
||||
unsigned bitsize = (datasize + 31) >> 5;
|
||||
store.Reserve(bitsize);
|
||||
memset(&store[bitpos], 0, bitsize*4);
|
||||
|
||||
startpos = store.Size();
|
||||
curpos = startpos;
|
||||
Set(startnode);
|
||||
store.Push(startnode);
|
||||
}
|
||||
|
||||
// This allows this object to just work as a bit array
|
||||
// which is useful for using its shared storage.
|
||||
BFSSearch(unsigned datasize)
|
||||
{
|
||||
bitpos = store.Size();
|
||||
unsigned bitsize = (datasize + 31) >> 5;
|
||||
store.Reserve(bitsize);
|
||||
memset(&store[bitpos], 0, bitsize * 4);
|
||||
}
|
||||
|
||||
~BFSSearch()
|
||||
{
|
||||
store.Clamp(bitpos);
|
||||
}
|
||||
|
||||
bool Check(unsigned index) const
|
||||
{
|
||||
return !!(store[bitpos + (index >> 5)] & (1 << (index & 31)));
|
||||
}
|
||||
|
||||
void Set(unsigned index)
|
||||
{
|
||||
store[bitpos + (index >> 5)] |= (1 << (index & 31));
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
public:
|
||||
unsigned GetNext()
|
||||
{
|
||||
curpos++;
|
||||
if (curpos <= store.Size())
|
||||
return store[curpos-1];
|
||||
else
|
||||
return ~0;
|
||||
}
|
||||
|
||||
void Rewind()
|
||||
{
|
||||
curpos = startpos;
|
||||
}
|
||||
|
||||
void Add(unsigned elem)
|
||||
{
|
||||
if (!Check(elem))
|
||||
{
|
||||
Set(elem);
|
||||
store.Push(elem);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class BFSSectorSearch : public BFSSearch
|
||||
{
|
||||
public:
|
||||
|
||||
BFSSectorSearch(const sectortype* startnode) : BFSSearch(sector.Size(), sector.IndexOf(startnode))
|
||||
{
|
||||
}
|
||||
|
||||
bool Check(const sectortype* index) const
|
||||
{
|
||||
return BFSSearch::Check(sector.IndexOf(index));
|
||||
}
|
||||
|
||||
void Set(const sectortype* index)
|
||||
{
|
||||
BFSSearch::Set(sector.IndexOf(index));
|
||||
}
|
||||
|
||||
sectortype* GetNext()
|
||||
{
|
||||
unsigned ret = BFSSearch::GetNext();
|
||||
return ret == EOL? nullptr : §or[ret];
|
||||
}
|
||||
|
||||
void Add(sectortype* elem)
|
||||
{
|
||||
BFSSearch::Add(sector.IndexOf(elem));
|
||||
}
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// scans all vertices equivalent with a given spot and performs some work on them.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
template<class func>
|
||||
void vertexscan(walltype* startwall, func mark)
|
||||
{
|
||||
BFSSearch walbitmap(wall.Size());
|
||||
|
||||
// first pass: scan the the next-in-loop of the partner
|
||||
auto wal = startwall;
|
||||
do
|
||||
{
|
||||
mark(wal);
|
||||
walbitmap.Set(wall.IndexOf(wal));
|
||||
if (wal->nextwall < 0) break;
|
||||
wal = wal->nextWall()->point2Wall();
|
||||
} while (!walbitmap.Check(wall.IndexOf(wal)));
|
||||
|
||||
// second pass: scan the partner of the previous-in-loop.
|
||||
wal = startwall;
|
||||
while (true)
|
||||
{
|
||||
auto thelastwall = wal->lastWall();
|
||||
// thelastwall can be null here if the map is bogus.
|
||||
if (!thelastwall || !thelastwall->twoSided()) break;
|
||||
|
||||
wal = thelastwall->nextWall();
|
||||
if (walbitmap.Check(wall.IndexOf(wal))) break;
|
||||
mark(wal);
|
||||
walbitmap.Set(wall.IndexOf(wal));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern int cameradist, cameraclock;
|
||||
|
||||
void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);
|
||||
|
||||
bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* pspr, sectortype** psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
|
||||
|
||||
void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
|
||||
|
||||
int getslopeval(sectortype* sect, int x, int y, int z, int planez);
|
||||
|
||||
|
||||
|
||||
void setWallSectors();
|
||||
void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
|
||||
void GetFlatSpritePosition(DCoreActor* spr, vec2_t pos, vec2_t* out, bool render = false);
|
||||
void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, int* outz = nullptr, bool render = false);
|
||||
void checkRotatedWalls();
|
||||
bool sectorsConnected(int sect1, int sect2);
|
||||
void dragpoint(walltype* wal, int newx, int newy);
|
||||
|
||||
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
|
||||
// The render code should NOT use Build coordinates for anything!
|
||||
|
||||
inline double RenderX(int x)
|
||||
{
|
||||
return x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double RenderY(int y)
|
||||
{
|
||||
return y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallStartX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallEndX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].point2Wall()->pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].point2Wall()->pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallStartX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline DVector2 WallStart(const walltype* wallnum)
|
||||
{
|
||||
return { WallStartX(wallnum), WallStartY(wallnum) };
|
||||
}
|
||||
|
||||
inline double WallEndX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->point2Wall()->pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->point2Wall()->pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline DVector2 WallEnd(const walltype* wallnum)
|
||||
{
|
||||
return { WallEndX(wallnum), WallEndY(wallnum) };
|
||||
}
|
||||
|
||||
inline DVector2 WallDelta(const walltype* wallnum)
|
||||
{
|
||||
return WallEnd(wallnum) - WallStart(wallnum);
|
||||
}
|
||||
|
||||
inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
|
||||
{
|
||||
return (x - linex) * deltay - (y - liney) * deltax;
|
||||
}
|
||||
|
||||
inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
|
||||
{
|
||||
return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline double PointOnLineSide(const TVector2<T>& pos, const TVector2<T>& linestart, const TVector2<T>& lineend)
|
||||
{
|
||||
return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X);
|
||||
}
|
||||
|
||||
extern int numshades;
|
||||
|
||||
// Return type is int because this gets passed to variadic functions where structs may produce undefined behavior.
|
||||
inline int shadeToLight(int shade)
|
||||
{
|
||||
shade = clamp(shade, 0, numshades - 1);
|
||||
int light = Scale(numshades - 1 - shade, 255, numshades - 1);
|
||||
return PalEntry(255, light, light, light);
|
||||
}
|
||||
|
||||
inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
|
||||
{
|
||||
if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
|
||||
}
|
||||
|
||||
inline void spriteSetSlope(DCoreActor* actor, int heinum)
|
||||
{
|
||||
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
||||
{
|
||||
actor->spr.xoffset = heinum & 255;
|
||||
actor->spr.yoffset = (heinum >> 8) & 255;
|
||||
actor->spr.cstat = (actor->spr.cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
||||
}
|
||||
}
|
||||
|
||||
inline int spriteGetSlope(DCoreActor* actor)
|
||||
{
|
||||
return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (uint8_t(actor->spr.yoffset) << 8);
|
||||
}
|
||||
|
||||
// same stuff, different flag...
|
||||
inline int tspriteGetSlope(const tspritetype* spr)
|
||||
{
|
||||
return !(spr->clipdist & TSPR_SLOPESPRITE) ? 0 : uint8_t(spr->xoffset) + (int8_t(spr->yoffset) << 8);
|
||||
}
|
||||
|
||||
inline int32_t tspriteGetZOfSlope(const tspritetype* tspr, int dax, int day)
|
||||
{
|
||||
int heinum = tspriteGetSlope(tspr);
|
||||
if (heinum == 0) return tspr->pos.Z;
|
||||
|
||||
int const j = DMulScale(bsin(tspr->ang + 1024), day - tspr->pos.Y, -bsin(tspr->ang + 512), dax - tspr->pos.X, 4);
|
||||
return tspr->pos.Z + MulScale(heinum, j, 18);
|
||||
}
|
||||
|
||||
|
||||
inline int I_GetBuildTime()
|
||||
{
|
||||
return I_GetTime(120);
|
||||
}
|
||||
|
||||
inline int32_t getangle(walltype* wal)
|
||||
{
|
||||
return getangle(
|
||||
wal->point2Wall()->pos.X - wal->pos.X,
|
||||
wal->point2Wall()->pos.Y - wal->pos.Y);
|
||||
}
|
||||
|
||||
inline TArrayView<walltype> wallsofsector(const sectortype* sec)
|
||||
{
|
||||
return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
|
||||
}
|
||||
|
||||
inline TArrayView<walltype> wallsofsector(int sec)
|
||||
{
|
||||
return wallsofsector(§or[sec]);
|
||||
}
|
||||
|
||||
// these are mainly meant as refactoring aids to mark function calls to work on.
|
||||
inline int wallnum(const walltype* wal)
|
||||
{
|
||||
return wall.IndexOf(wal);
|
||||
}
|
||||
|
||||
inline int sectnum(const sectortype* sect)
|
||||
{
|
||||
return sector.IndexOf(sect);
|
||||
}
|
||||
|
||||
inline double SquareDist(double lx1, double ly1, double lx2, double ly2)
|
||||
{
|
||||
double dx = lx2 - lx1;
|
||||
double dy = ly2 - ly1;
|
||||
return dx * dx + dy * dy;
|
||||
}
|
||||
|
||||
inline DVector2 NearestPointLine(double px, double py, const walltype* wal)
|
||||
{
|
||||
double lx1 = wal->pos.X;
|
||||
double ly1 = wal->pos.Y;
|
||||
double lx2 = wal->point2Wall()->pos.X;
|
||||
double ly2 = wal->point2Wall()->pos.Y;
|
||||
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
if (wall_length == 0) return { lx1, ly1 };
|
||||
|
||||
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
|
||||
double xx = lx1 + t * (lx2 - lx1);
|
||||
double yy = ly1 + t * (ly2 - ly1);
|
||||
return { xx, yy };
|
||||
}
|
||||
|
||||
inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
|
||||
{
|
||||
double lx1 = wal->pos.X;
|
||||
double ly1 = wal->pos.Y;
|
||||
double lx2 = wal->point2Wall()->pos.X;
|
||||
double ly2 = wal->point2Wall()->pos.Y;
|
||||
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
if (wall_length == 0) return SquareDist(px, py, lx1, ly1);
|
||||
|
||||
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
|
||||
t = clamp(t, 0., 1.);
|
||||
double xx = lx1 + t * (lx2 - lx1);
|
||||
double yy = ly1 + t * (ly2 - ly1);
|
||||
if (point) *point = { xx, yy };
|
||||
return SquareDist(px, py, xx, yy);
|
||||
}
|
||||
|
||||
inline double SquareDistToLine(double px, double py, double lx1, double ly1, double lx2, double ly2)
|
||||
{
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
if (wall_length == 0) return SquareDist(px, py, lx1, ly1);
|
||||
|
||||
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
|
||||
t = clamp(t, 0., 1.);
|
||||
double xx = lx1 + t * (lx2 - lx1);
|
||||
double yy = ly1 + t * (ly2 - ly1);
|
||||
return SquareDist(px, py, xx, yy);
|
||||
}
|
||||
|
||||
inline void alignceilslope(sectortype* sect, int x, int y, int z)
|
||||
{
|
||||
sect->setceilingslope(getslopeval(sect, x, y, z, sect->ceilingz));
|
||||
}
|
||||
|
||||
inline void alignflorslope(sectortype* sect, int x, int y, int z)
|
||||
{
|
||||
sect->setfloorslope(getslopeval(sect, x, y, z, sect->floorz));
|
||||
}
|
||||
inline void updatesectorneighbor(int32_t const x, int32_t const y, sectortype* * const sect, int32_t maxDistance = MAXUPDATESECTORDIST)
|
||||
{
|
||||
int sectno = *sect? sector.IndexOf(*sect) : -1;
|
||||
updatesectorneighbor(x, y, §no, maxDistance);
|
||||
*sect = sectno < 0? nullptr : §or[sectno];
|
||||
}
|
||||
#pragma once
|
||||
|
||||
#include "gamecontrol.h"
|
||||
#include "binaryangle.h"
|
||||
#include "build.h"
|
||||
#include "coreactor.h"
|
||||
|
||||
// breadth first search, this gets used multiple times throughout the engine, mainly for iterating over sectors.
|
||||
// Only works on indices, this has no knowledge of the actual objects being looked at.
|
||||
// All objects of this type operate on the same shared store. Interleaved use is not allowed, nested use is fine.
|
||||
class BFSSearch
|
||||
{
|
||||
static inline TArray<unsigned> store;
|
||||
|
||||
unsigned bitpos;
|
||||
unsigned startpos;
|
||||
unsigned curpos;
|
||||
|
||||
public:
|
||||
enum { EOL = ~0u };
|
||||
BFSSearch(unsigned datasize, unsigned startnode)
|
||||
{
|
||||
bitpos = store.Size();
|
||||
unsigned bitsize = (datasize + 31) >> 5;
|
||||
store.Reserve(bitsize);
|
||||
memset(&store[bitpos], 0, bitsize*4);
|
||||
|
||||
startpos = store.Size();
|
||||
curpos = startpos;
|
||||
Set(startnode);
|
||||
store.Push(startnode);
|
||||
}
|
||||
|
||||
// This allows this object to just work as a bit array
|
||||
// which is useful for using its shared storage.
|
||||
BFSSearch(unsigned datasize)
|
||||
{
|
||||
bitpos = store.Size();
|
||||
unsigned bitsize = (datasize + 31) >> 5;
|
||||
store.Reserve(bitsize);
|
||||
memset(&store[bitpos], 0, bitsize * 4);
|
||||
}
|
||||
|
||||
~BFSSearch()
|
||||
{
|
||||
store.Clamp(bitpos);
|
||||
}
|
||||
|
||||
bool Check(unsigned index) const
|
||||
{
|
||||
return !!(store[bitpos + (index >> 5)] & (1 << (index & 31)));
|
||||
}
|
||||
|
||||
void Set(unsigned index)
|
||||
{
|
||||
store[bitpos + (index >> 5)] |= (1 << (index & 31));
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
public:
|
||||
unsigned GetNext()
|
||||
{
|
||||
curpos++;
|
||||
if (curpos <= store.Size())
|
||||
return store[curpos-1];
|
||||
else
|
||||
return ~0;
|
||||
}
|
||||
|
||||
void Rewind()
|
||||
{
|
||||
curpos = startpos;
|
||||
}
|
||||
|
||||
void Add(unsigned elem)
|
||||
{
|
||||
if (!Check(elem))
|
||||
{
|
||||
Set(elem);
|
||||
store.Push(elem);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class BFSSectorSearch : public BFSSearch
|
||||
{
|
||||
public:
|
||||
|
||||
BFSSectorSearch(const sectortype* startnode) : BFSSearch(sector.Size(), sector.IndexOf(startnode))
|
||||
{
|
||||
}
|
||||
|
||||
bool Check(const sectortype* index) const
|
||||
{
|
||||
return BFSSearch::Check(sector.IndexOf(index));
|
||||
}
|
||||
|
||||
void Set(const sectortype* index)
|
||||
{
|
||||
BFSSearch::Set(sector.IndexOf(index));
|
||||
}
|
||||
|
||||
sectortype* GetNext()
|
||||
{
|
||||
unsigned ret = BFSSearch::GetNext();
|
||||
return ret == EOL? nullptr : §or[ret];
|
||||
}
|
||||
|
||||
void Add(sectortype* elem)
|
||||
{
|
||||
BFSSearch::Add(sector.IndexOf(elem));
|
||||
}
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// scans all vertices equivalent with a given spot and performs some work on them.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
template<class func>
|
||||
void vertexscan(walltype* startwall, func mark)
|
||||
{
|
||||
BFSSearch walbitmap(wall.Size());
|
||||
|
||||
// first pass: scan the the next-in-loop of the partner
|
||||
auto wal = startwall;
|
||||
do
|
||||
{
|
||||
mark(wal);
|
||||
walbitmap.Set(wall.IndexOf(wal));
|
||||
if (wal->nextwall < 0) break;
|
||||
wal = wal->nextWall()->point2Wall();
|
||||
} while (!walbitmap.Check(wall.IndexOf(wal)));
|
||||
|
||||
// second pass: scan the partner of the previous-in-loop.
|
||||
wal = startwall;
|
||||
while (true)
|
||||
{
|
||||
auto thelastwall = wal->lastWall();
|
||||
// thelastwall can be null here if the map is bogus.
|
||||
if (!thelastwall || !thelastwall->twoSided()) break;
|
||||
|
||||
wal = thelastwall->nextWall();
|
||||
if (walbitmap.Check(wall.IndexOf(wal))) break;
|
||||
mark(wal);
|
||||
walbitmap.Set(wall.IndexOf(wal));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern int cameradist, cameraclock;
|
||||
|
||||
void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);
|
||||
|
||||
bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* pspr, sectortype** psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
|
||||
|
||||
void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
|
||||
|
||||
int getslopeval(sectortype* sect, int x, int y, int z, int planez);
|
||||
|
||||
|
||||
|
||||
void setWallSectors();
|
||||
void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
|
||||
void GetFlatSpritePosition(DCoreActor* spr, vec2_t pos, vec2_t* out, bool render = false);
|
||||
void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, int* outz = nullptr, bool render = false);
|
||||
void checkRotatedWalls();
|
||||
bool sectorsConnected(int sect1, int sect2);
|
||||
void dragpoint(walltype* wal, int newx, int newy);
|
||||
|
||||
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
|
||||
// The render code should NOT use Build coordinates for anything!
|
||||
|
||||
inline double RenderX(int x)
|
||||
{
|
||||
return x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double RenderY(int y)
|
||||
{
|
||||
return y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallStartX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallEndX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].point2Wall()->pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].point2Wall()->pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallStartX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline DVector2 WallStart(const walltype* wallnum)
|
||||
{
|
||||
return { WallStartX(wallnum), WallStartY(wallnum) };
|
||||
}
|
||||
|
||||
inline double WallEndX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->point2Wall()->pos.X * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->point2Wall()->pos.Y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline DVector2 WallEnd(const walltype* wallnum)
|
||||
{
|
||||
return { WallEndX(wallnum), WallEndY(wallnum) };
|
||||
}
|
||||
|
||||
inline DVector2 WallDelta(const walltype* wallnum)
|
||||
{
|
||||
return WallEnd(wallnum) - WallStart(wallnum);
|
||||
}
|
||||
|
||||
inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
|
||||
{
|
||||
return (x - linex) * deltay - (y - liney) * deltax;
|
||||
}
|
||||
|
||||
inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
|
||||
{
|
||||
return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline double PointOnLineSide(const TVector2<T>& pos, const TVector2<T>& linestart, const TVector2<T>& lineend)
|
||||
{
|
||||
return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X);
|
||||
}
|
||||
|
||||
extern int numshades;
|
||||
|
||||
// Return type is int because this gets passed to variadic functions where structs may produce undefined behavior.
|
||||
inline int shadeToLight(int shade)
|
||||
{
|
||||
shade = clamp(shade, 0, numshades - 1);
|
||||
int light = Scale(numshades - 1 - shade, 255, numshades - 1);
|
||||
return PalEntry(255, light, light, light);
|
||||
}
|
||||
|
||||
inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
|
||||
{
|
||||
if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
|
||||
}
|
||||
|
||||
inline void spriteSetSlope(DCoreActor* actor, int heinum)
|
||||
{
|
||||
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
||||
{
|
||||
actor->spr.xoffset = heinum & 255;
|
||||
actor->spr.yoffset = (heinum >> 8) & 255;
|
||||
actor->spr.cstat = (actor->spr.cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
||||
}
|
||||
}
|
||||
|
||||
inline int spriteGetSlope(DCoreActor* actor)
|
||||
{
|
||||
return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (uint8_t(actor->spr.yoffset) << 8);
|
||||
}
|
||||
|
||||
// same stuff, different flag...
|
||||
inline int tspriteGetSlope(const tspritetype* spr)
|
||||
{
|
||||
return !(spr->clipdist & TSPR_SLOPESPRITE) ? 0 : uint8_t(spr->xoffset) + (int8_t(spr->yoffset) << 8);
|
||||
}
|
||||
|
||||
inline int32_t tspriteGetZOfSlope(const tspritetype* tspr, int dax, int day)
|
||||
{
|
||||
int heinum = tspriteGetSlope(tspr);
|
||||
if (heinum == 0) return tspr->pos.Z;
|
||||
|
||||
int const j = DMulScale(bsin(tspr->ang + 1024), day - tspr->pos.Y, -bsin(tspr->ang + 512), dax - tspr->pos.X, 4);
|
||||
return tspr->pos.Z + MulScale(heinum, j, 18);
|
||||
}
|
||||
|
||||
|
||||
inline int I_GetBuildTime()
|
||||
{
|
||||
return I_GetTime(120);
|
||||
}
|
||||
|
||||
inline int32_t getangle(walltype* wal)
|
||||
{
|
||||
return getangle(
|
||||
wal->point2Wall()->pos.X - wal->pos.X,
|
||||
wal->point2Wall()->pos.Y - wal->pos.Y);
|
||||
}
|
||||
|
||||
inline TArrayView<walltype> wallsofsector(const sectortype* sec)
|
||||
{
|
||||
return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
|
||||
}
|
||||
|
||||
inline TArrayView<walltype> wallsofsector(int sec)
|
||||
{
|
||||
return wallsofsector(§or[sec]);
|
||||
}
|
||||
|
||||
// these are mainly meant as refactoring aids to mark function calls to work on.
|
||||
inline int wallnum(const walltype* wal)
|
||||
{
|
||||
return wall.IndexOf(wal);
|
||||
}
|
||||
|
||||
inline int sectnum(const sectortype* sect)
|
||||
{
|
||||
return sector.IndexOf(sect);
|
||||
}
|
||||
|
||||
inline double SquareDist(double lx1, double ly1, double lx2, double ly2)
|
||||
{
|
||||
double dx = lx2 - lx1;
|
||||
double dy = ly2 - ly1;
|
||||
return dx * dx + dy * dy;
|
||||
}
|
||||
|
||||
inline DVector2 NearestPointLine(double px, double py, const walltype* wal)
|
||||
{
|
||||
double lx1 = wal->pos.X;
|
||||
double ly1 = wal->pos.Y;
|
||||
double lx2 = wal->point2Wall()->pos.X;
|
||||
double ly2 = wal->point2Wall()->pos.Y;
|
||||
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
if (wall_length == 0) return { lx1, ly1 };
|
||||
|
||||
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
|
||||
double xx = lx1 + t * (lx2 - lx1);
|
||||
double yy = ly1 + t * (ly2 - ly1);
|
||||
return { xx, yy };
|
||||
}
|
||||
|
||||
inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
|
||||
{
|
||||
double lx1 = wal->pos.X;
|
||||
double ly1 = wal->pos.Y;
|
||||
double lx2 = wal->point2Wall()->pos.X;
|
||||
double ly2 = wal->point2Wall()->pos.Y;
|
||||
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
if (wall_length == 0) return SquareDist(px, py, lx1, ly1);
|
||||
|
||||
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
|
||||
t = clamp(t, 0., 1.);
|
||||
double xx = lx1 + t * (lx2 - lx1);
|
||||
double yy = ly1 + t * (ly2 - ly1);
|
||||
if (point) *point = { xx, yy };
|
||||
return SquareDist(px, py, xx, yy);
|
||||
}
|
||||
|
||||
inline double SquareDistToLine(double px, double py, double lx1, double ly1, double lx2, double ly2)
|
||||
{
|
||||
double wall_length = SquareDist(lx1, ly1, lx2, ly2);
|
||||
|
||||
if (wall_length == 0) return SquareDist(px, py, lx1, ly1);
|
||||
|
||||
double t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1)) / wall_length;
|
||||
t = clamp(t, 0., 1.);
|
||||
double xx = lx1 + t * (lx2 - lx1);
|
||||
double yy = ly1 + t * (ly2 - ly1);
|
||||
return SquareDist(px, py, xx, yy);
|
||||
}
|
||||
|
||||
inline void alignceilslope(sectortype* sect, int x, int y, int z)
|
||||
{
|
||||
sect->setceilingslope(getslopeval(sect, x, y, z, sect->ceilingz));
|
||||
}
|
||||
|
||||
inline void alignflorslope(sectortype* sect, int x, int y, int z)
|
||||
{
|
||||
sect->setfloorslope(getslopeval(sect, x, y, z, sect->floorz));
|
||||
}
|
||||
inline void updatesectorneighbor(int32_t const x, int32_t const y, sectortype* * const sect, int32_t maxDistance = MAXUPDATESECTORDIST)
|
||||
{
|
||||
int sectno = *sect? sector.IndexOf(*sect) : -1;
|
||||
updatesectorneighbor(x, y, §no, maxDistance);
|
||||
*sect = sectno < 0? nullptr : §or[sectno];
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue