- GetClosestSpriteSectors

This commit is contained in:
Christoph Oelckers 2021-11-24 00:47:05 +01:00
parent f9b2b6311f
commit 3d336c13ac
6 changed files with 12 additions and 9 deletions

View file

@ -2649,7 +2649,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
{
auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(nSector, x, y, nDist, nullptr, newSectCheckMethod);
auto sectorMap = GetClosestSpriteSectors(&sector[nSector], x, y, nDist, nullptr, newSectCheckMethod);
nDist <<= 4;
if (flags & 2)
{
@ -5893,6 +5893,7 @@ static void actCheckExplosion()
int y = pSprite->y;
int z = pSprite->z;
int nSector = pSprite->sectnum;
auto pSector = pSprite->sector();
int radius = pExplodeInfo->radius;
#ifdef NOONE_EXTENSIONS
@ -5907,7 +5908,7 @@ static void actCheckExplosion()
// so only allow this new checking method for dude spawned explosions
affectedXWalls.Clear();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(nSector, x, y, radius, &affectedXWalls, newSectCheckMethod);
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, radius, &affectedXWalls, newSectCheckMethod);
for (auto pWall : affectedXWalls)
{

View file

@ -1609,7 +1609,7 @@ void aiLookForTarget(DBloodActor* actor)
if (pXSprite->state)
{
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, nullptr, newSectCheckMethod);
GetClosestSpriteSectors(pSprite->sector(), pSprite->x, pSprite->y, 400, nullptr, newSectCheckMethod);
BloodStatIterator it(kStatDude);
while (DBloodActor* actor2 = it.Next())

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@ -89,10 +89,11 @@ void StompSeqCallback(int, DBloodActor* actor1)
int z = pSprite->z;
int vc = 400;
auto nSector = pSprite->sectnum;
auto pSector = pSprite->sector();
int v1c = 5 + 2 * gGameOptions.nDifficulty;
int v10 = 25 + 30 * gGameOptions.nDifficulty;
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(nSector, x, y, vc, nullptr, newSectCheckMethod);
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, vc, nullptr, newSectCheckMethod);
int hit = HitScan(actor1, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
DBloodActor* actor2 = nullptr;
actHitcodeToData(hit, &gHitInfo, &actor2);

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@ -712,7 +712,7 @@ unsigned int ClipMove(vec3_t* pos, sectortype** pSector, int xv, int yv, int wd,
return nRes;
}
BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod)
BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod)
{
// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
@ -721,10 +721,10 @@ BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, TArray<wa
BitArray sectorMap(numsectors); // this gets returned to the caller.
sectorMap.Zero();
sectorMap.Set(nSector);
sectorMap.Set(sectnum(pSector));
double nDist4sq = 256. * nDist * nDist; // (nDist * 16)^2 - * 16 to account for Build's 28.4 fixed point format.
BFSSectorSearch search(&sector[nSector]);
BFSSectorSearch search(pSector);
while (auto pCurSector = search.GetNext())
{

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@ -86,7 +86,7 @@ void GetZRange(DBloodActor *pSprite, int *ceilZ, Collision *ceilHit, int *floorZ
void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
unsigned int ClipMove(vec3_t* pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount = 3);
BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
int picWidth(int nPic, int repeat);
int picHeight(int nPic, int repeat);

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@ -2663,9 +2663,10 @@ void teslaHit(DBloodActor *missileactor, int a2)
int z = pMissile->z;
int nDist = 300;
int nSector = pMissile->sectnum;
auto pSector = pMissile->sector();
auto owneractor = missileactor->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(nSector, x, y, nDist, nullptr, newSectCheckMethod);
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod);
bool v4 = true;
DBloodActor* actor = nullptr;
actHitcodeToData(a2, &gHitInfo, &actor);