//------------------------------------------------------------------------- /* 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! #include #include #include #include "build.h" #include "blood.h" BEGIN_BLD_NS HitInfo gHitInfo; bool FindSector(int nX, int nY, int nZ, sectortype** pSector) { int32_t nZFloor, nZCeil; assert(pSector); if (inside(nX, nY, *pSector)) { getzsofslopeptr(*pSector, nX, nY, &nZCeil, &nZFloor); if (nZ >= nZCeil && nZ <= nZFloor) { return 1; } } for (auto& wal : wallsofsector(*pSector)) { auto pOSector = wal.nextSector(); if (pOSector != nullptr && inside(nX, nY, pOSector)) { getzsofslopeptr(pOSector, nX, nY, &nZCeil, &nZFloor); if (nZ >= nZCeil && nZ <= nZFloor) { *pSector = pOSector; return 1; } } } for(auto& sec : sectors()) { if (inside(nX, nY, &sec)) { getzsofslopeptr(&sec, nX, nY, &nZCeil, &nZFloor); if (nZ >= nZCeil && nZ <= nZFloor) { *pSector = &sec; return 1; } } } return 0; } bool FindSector(int nX, int nY, sectortype** pSector) { assert(*pSector); if (inside(nX, nY, *pSector)) { return 1; } for (auto& wal : wallsofsector(*pSector)) { auto pOSector = wal.nextSector(); if (pOSector != nullptr && inside(nX, nY, pOSector)) { *pSector = pOSector; return 1; } } for (auto& sec : sectors()) { if (inside(nX, nY, &sec)) { *pSector = &sec; return 1; } } return 0; } bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, sectortype* pSector, int nDist) { assert(actor != NULL); auto pSprite = &actor->s(); int oX = abs(nX-pSprite->x)>>4; if (oX >= nDist) return 0; int oY = abs(nY-pSprite->y)>>4; if (oY >= nDist) return 0; int oZ = abs(nZ-pSprite->z)>>8; if (oZ >= nDist) return 0; if (approxDist(oX, oY) >= nDist) return 0; int bottom, top; GetActorExtents(actor, &top, &bottom); if (cansee(pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), nX, nY, nZ, pSector)) return 1; if (cansee(pSprite->x, pSprite->y, bottom, pSprite->sector(), nX, nY, nZ, pSector)) return 1; if (cansee(pSprite->x, pSprite->y, top, pSprite->sector(), nX, nY, nZ, pSector)) return 1; return 0; } bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist) { int oX = abs(nX2-nX1)>>4; if (oX >= nDist) return 0; int oY = abs(nY2-nY1)>>4; if (oY >= nDist) return 0; if (nZ2 != nZ1) { int oZ = abs(nZ2-nZ1)>>8; if (oZ >= nDist) return 0; } if (approxDist(oX, oY) >= nDist) return 0; return 1; } bool CheckProximityWall(walltype* pWall, int x, int y, int nDist) { int x1 = pWall->x; int y1 = pWall->y; int x2 = pWall->point2Wall()->x; int y2 = pWall->point2Wall()->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(walltype* pWall) { auto delta = pWall->delta(); return getangle(delta.x, delta.y); } void GetWallNormal(walltype* pWall, int *pX, int *pY) { auto delta = pWall->delta(); int dX = -delta.y >> 4; int dY = delta.x >> 4; int nLength = ksqrt(dX*dX+dY*dY); if (nLength <= 0) nLength = 1; *pX = DivScale(dX, nLength, 16); *pY = DivScale(dY, nLength, 16); } bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int *ix, int *iy, int *iz) { int dX = x1 - x2; int dY = y1 - y2; int dZ = z1 - z2; int side = wdx * dY - wdy * dX; int dX2 = x1 - wx; int dY2 = y1 - wy; int check1 = dX2 * dY - dY2 * dX; int check2 = wdx * dY2 - wdy * dX2; if (side >= 0) { if (!side) return 0; if (check1 < 0) return 0; if (check2 < 0 || check2 >= side) return 0; } else { if (check1 > 0) return 0; if (check2 > 0 || check2 <= side) return 0; } int nScale = DivScale(check2, side, 16); *ix = x1 + MulScale(dX, nScale, 16); *iy = y1 + MulScale(dY, nScale, 16); *iz = z1 + MulScale(dZ, nScale, 16); return 1; } int HitScan(DBloodActor *actor, int z, int dx, int dy, int dz, unsigned int nMask, int nRange) { assert(actor != NULL); auto pSprite = &actor->s(); assert(dx != 0 || dy != 0); gHitInfo.clearObj(); int x = pSprite->x; int y = pSprite->y; int bakCstat = pSprite->cstat; pSprite->cstat &= ~256; if (nRange) { hitscangoal.x = x + MulScale(nRange << 4, Cos(pSprite->ang), 30); hitscangoal.y = y + MulScale(nRange << 4, Sin(pSprite->ang), 30); } else { hitscangoal.x = hitscangoal.y = 0x1ffffff; } hitscan({ x, y, z }, pSprite->sector(), { dx, dy, dz << 4 }, gHitInfo, nMask); hitscangoal.x = hitscangoal.y = 0x1ffffff; pSprite->cstat = bakCstat; if (gHitInfo.actor() != nullptr) return 3; if (gHitInfo.hitWall != nullptr) { auto pWall = gHitInfo.hitWall; if (!pWall->twoSided()) return 0; int nZCeil, nZFloor; getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.x, gHitInfo.hitpos.y, &nZCeil, &nZFloor); if (gHitInfo.hitpos.z <= nZCeil || gHitInfo.hitpos.z >= nZFloor) return 0; return 4; } if (gHitInfo.hitSector != nullptr) return 1 + (z < gHitInfo.hitpos.z); return -1; } int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac) { assert(actor != NULL); auto pSprite = &actor->s(); int nNum = 256; assert(pSprite != NULL); gHitInfo.clearObj(); int x1 = pSprite->x+MulScale(nOffset, Cos(pSprite->ang+512), 30); int y1 = pSprite->y+MulScale(nOffset, Sin(pSprite->ang+512), 30); int z1 = pSprite->z+nZOffset; int bakCstat = pSprite->cstat; pSprite->cstat &= ~256; if (nRange) { hitscangoal.x = x1+MulScale(nRange<<4, Cos(pSprite->ang), 30); hitscangoal.y = y1+MulScale(nRange<<4, Sin(pSprite->ang), 30); } else { hitscangoal.x = hitscangoal.y = 0x1fffffff; } vec3_t pos = { x1, y1, z1 }; hitscan(pos, pSprite->sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); hitscangoal.x = hitscangoal.y = 0x1ffffff; pSprite->cstat = bakCstat; while (nNum--) { if (nRange && approxDist(gHitInfo.hitpos.x - pSprite->x, gHitInfo.hitpos.y - pSprite->y) > nRange) return -1; if (gHitInfo.actor() != nullptr) { spritetype *pOther = &gHitInfo.actor()->s(); if ((pOther->flags & 8) && !(ac & 1)) return 3; if ((pOther->cstat & 0x30) != 0) return 3; int nPicnum = pOther->picnum; if (tileWidth(nPicnum) == 0 || tileHeight(nPicnum) == 0) return 3; int height = (tileHeight(nPicnum)*pOther->yrepeat)<<2; int otherZ = pOther->z; if (pOther->cstat & 0x80) otherZ += height / 2; int nOffset = tileTopOffset(nPicnum); if (nOffset) otherZ -= (nOffset*pOther->yrepeat)<<2; assert(height > 0); int height2 = scale(otherZ-gHitInfo.hitpos.z, tileHeight(nPicnum), height); if (!(pOther->cstat & 8)) height2 = tileHeight(nPicnum)-height2; if (height2 >= 0 && height2 < tileHeight(nPicnum)) { int width = (tileWidth(nPicnum)*pOther->xrepeat)>>2; width = (width*3)/4; int check1 = ((y1 - pOther->y)*dx - (x1 - pOther->x)*dy) / ksqrt(dx*dx+dy*dy); assert(width > 0); int width2 = scale(check1, tileWidth(nPicnum), width); int nOffset = tileLeftOffset(nPicnum); width2 += nOffset + tileWidth(nPicnum) / 2; if (width2 >= 0 && width2 < tileWidth(nPicnum)) { auto pData = tilePtr(nPicnum); if (pData[width2*tileHeight(nPicnum)+height2] != TRANSPARENT_INDEX) return 3; } } int bakCstat = pOther->cstat; pOther->cstat &= ~256; gHitInfo.clearObj(); pos = gHitInfo.hitpos; // must make a copy! hitscan(pos, pOther->sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); pOther->cstat = bakCstat; continue; } if (gHitInfo.hitWall != nullptr) { walltype *pWall = gHitInfo.hitWall; if (!pWall->twoSided()) return 0; sectortype *pSector = gHitInfo.hitSector; sectortype *pSectorNext = pWall->nextSector(); int nZCeil, nZFloor; getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.x, gHitInfo.hitpos.y, &nZCeil, &nZFloor); if (gHitInfo.hitpos.z <= nZCeil) return 0; if (gHitInfo.hitpos.z >= 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.hitpos.z - nOffset) >> 8; if (pWall->cstat & 256) nOffset = -nOffset; int nPicnum = pWall->overpicnum; int nSizX = tileWidth(nPicnum); int nSizY = tileHeight(nPicnum); if (!nSizX || !nSizY) return 0; nOffset = (nOffset*pWall->yrepeat) / 8; nOffset += int((nSizY*pWall->ypan_) / 256); int nLength = approxDist(pWall->x - pWall->point2Wall()->x, pWall->y - pWall->point2Wall()->y); int nHOffset; if (pWall->cstat & 8) nHOffset = approxDist(gHitInfo.hitpos.x - pWall->point2Wall()->x, gHitInfo.hitpos.y - pWall->point2Wall()->y); else nHOffset = approxDist(gHitInfo.hitpos.x - pWall->x, gHitInfo.hitpos.y - pWall->y); nHOffset = pWall->xpan() + ((nHOffset*pWall->xrepeat) << 3) / nLength; nHOffset %= nSizX; nOffset %= nSizY; auto pData = tilePtr(nPicnum); int nPixel; nPixel = nHOffset*nSizY + nOffset; if (pData[nPixel] == TRANSPARENT_INDEX) { int bakCstat = pWall->cstat; pWall->cstat &= ~64; int bakCstat2 = pWall->nextWall()->cstat; pWall->nextWall()->cstat &= ~64; gHitInfo.clearObj(); pos = gHitInfo.hitpos; hitscan(pos, pWall->nextSector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); pWall->cstat = bakCstat; pWall->nextWall()->cstat = bakCstat2; continue; } return 4; } if (gHitInfo.hitSector != nullptr) { if (dz > 0) { auto actor = gHitInfo.hitSector->upperLink; if (!actor) return 2; auto link = actor->GetOwner(); gHitInfo.clearObj(); x1 = gHitInfo.hitpos.x + link->s().x - actor->s().x; y1 = gHitInfo.hitpos.y + link->s().y - actor->s().y; z1 = gHitInfo.hitpos.z + link->s().z - actor->s().z; pos = { x1, y1, z1 }; hitscan(pos, link->s().sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); continue; } else { auto actor = gHitInfo.hitSector->lowerLink; if (!actor) return 1; auto link = actor->GetOwner(); gHitInfo.clearObj(); x1 = gHitInfo.hitpos.x + link->s().x - actor->s().x; y1 = gHitInfo.hitpos.y + link->s().y - actor->s().y; z1 = gHitInfo.hitpos.z + link->s().z - actor->s().z; pos = { x1, y1, z1 }; hitscan(pos, link->s().sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); continue; } } return -1; } return -1; } void GetZRange(DBloodActor *actor, int *ceilZ, Collision *ceilColl, int *floorZ, Collision *floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax) { assert(actor != NULL); auto pSprite = &actor->s(); Collision scratch; int bakCstat = pSprite->cstat; int32_t nTemp1; pSprite->cstat &= ~257; getzrange(pSprite->pos, pSprite->sector(), (int32_t*)ceilZ, *ceilColl, (int32_t*)floorZ, *floorColl, nDist, nMask); if (floorColl->type == kHitSector) { auto pSector = floorColl->hitSector; if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pSector->floorstat & 1)) *floorZ = 0x7fffffff; if (pSector->hasX()) { XSECTOR *pXSector = &pSector->xs(); *floorZ += pXSector->Depth << 10; } auto actor = pSector->upperLink; if (actor) { auto link = actor->GetOwner(); vec3_t lpos = pSprite->pos + link->s().pos - actor->s().pos; getzrange(lpos, link->s().sector(), &nTemp1, scratch, (int32_t*)floorZ, *floorColl, nDist, nMask); *floorZ -= link->s().z - actor->s().z; } } if (ceilColl->type == kHitSector) { auto pSector = ceilColl->hitSector; if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & 1)) *ceilZ = 0x80000000; auto actor = pSector->lowerLink; if (actor) { auto link = actor->GetOwner(); vec3_t lpos = pSprite->pos + link->s().pos - actor->s().pos; getzrange(lpos, link->s().sector(), (int32_t*)ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask); *ceilZ -= link->s().z - actor->s().z; } } pSprite->cstat = bakCstat; } void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax) { Collision scratch; int32_t nTemp1; vec3_t lpos = { x, y, z }; getzrange(lpos, pSector, (int32_t*)ceilZ, *ceilColl, (int32_t*)floorZ, *floorColl, nDist, nMask); if (floorColl->type == kHitSector) { auto pSector = floorColl->hitSector; if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pSector->floorstat & 1)) *floorZ = 0x7fffffff; if (pSector->hasX()) { XSECTOR* pXSector = &pSector->xs(); *floorZ += pXSector->Depth << 10; } auto actor = pSector->upperLink; if (actor) { auto link = actor->GetOwner(); vec3_t newpos = lpos + link->s().pos - actor->s().pos; getzrange(newpos, link->s().sector(), &nTemp1, scratch, (int32_t*)floorZ, *floorColl, nDist, nMask); *floorZ -= link->s().z - actor->s().z; } } if (ceilColl->type == kHitSector) { auto pSector = ceilColl->hitSector; if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & 1)) *ceilZ = 0x80000000; auto actor = pSector->lowerLink; if (actor) { auto link = actor->GetOwner(); vec3_t newpos = lpos + link->s().pos - actor->s().pos; getzrange(newpos, link->s().sector(), (int32_t*)ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask); *ceilZ -= link->s().z - actor->s().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); } void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, Collision& hit, int tracecount) { auto opos = pos; sectortype* bakSect = *pSector; clipmove(pos, &bakSect, xv << 14, yv << 14, wd, cd, fd, nMask, hit, tracecount); if (bakSect == nullptr) { pos = opos; } else { *pSector = bakSect; } } BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, TArray* 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 // E1M2: throwing TNT at the double doors while standing on the train platform // by setting newSectCheckMethod to true these issues will be resolved BitArray sectorMap(numsectors); // this gets returned to the caller. sectorMap.Zero(); sectorMap.Set(sectnum(pSector)); double nDist4sq = 256. * nDist * nDist; // (nDist * 16)^2 - * 16 to account for Build's 28.4 fixed point format. BFSSectorSearch search(pSector); while (auto pCurSector = search.GetNext()) { for (auto& wal : wallsofsector(pCurSector)) { if (!wal.twoSided()) continue; const auto pNextSector = wal.nextSector(); bool withinRange = false; if (!newSectCheckMethod) // original method { if (search.Check(pNextSector)) // if we've already checked this sector, skip. This is bad, therefore only in compat mode. continue; withinRange = CheckProximityWall(wal.point2Wall(), x, y, nDist); } else // new method using proper math and no bad shortcut. { double dist1 = SquareDistToWall(x, y, &wal); withinRange = dist1 <= nDist4sq; } if (withinRange) // if new sector is within range, add it to the processing queue { sectorMap.Set(sectnum(pNextSector)); search.Add(pNextSector); if (pWalls && wal.hasX()) { XWALL* pXWall = &wal.xw(); if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state) pWalls->Push(&wal); } } } } return sectorMap; } int picWidth(int nPic, int repeat) { return ClipLow((tileWidth(nPic) * repeat) << 2, 0); } int picHeight(int nPic, int repeat) { return ClipLow((tileHeight(nPic) * repeat) << 2, 0); } END_BLD_NS