//------------------------------------------------------------------------- /* 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 POINT2D baseWall[kMaxWalls]; int baseFloor[kMaxSectors]; int baseCeil[kMaxSectors]; int velFloor[kMaxSectors]; int velCeil[kMaxSectors]; DBloodActor* gUpperLink[kMaxSectors]; DBloodActor* gLowerLink[kMaxSectors]; HITINFO gHitInfo; bool AreSectorsNeighbors(int sect1, int sect2) { assert(sect1 >= 0 && sect1 < kMaxSectors); assert(sect2 >= 0 && sect2 < kMaxSectors); if (sector[sect1].wallnum < sector[sect2].wallnum) { for (int i = 0; i < sector[sect1].wallnum; i++) { if (wall[sector[sect1].wallptr+i].nextsector == sect2) { return 1; } } } else { for (int i = 0; i < sector[sect2].wallnum; i++) { if (wall[sector[sect2].wallptr+i].nextsector == sect1) { return 1; } } } return 0; } bool FindSector(int nX, int nY, int nZ, int *nSector) { int32_t nZFloor, nZCeil; assert(*nSector >= 0 && *nSector < kMaxSectors); if (inside(nX, nY, *nSector)) { getzsofslope(*nSector, nX, nY, &nZCeil, &nZFloor); if (nZ >= nZCeil && nZ <= nZFloor) { return 1; } } walltype *pWall = &wall[sector[*nSector].wallptr]; for (int i = sector[*nSector].wallnum; i > 0; i--, pWall++) { int nOSector = pWall->nextsector; if (nOSector >= 0 && inside(nX, nY, nOSector)) { getzsofslope(nOSector, nX, nY, &nZCeil, &nZFloor); if (nZ >= nZCeil && nZ <= nZFloor) { *nSector = nOSector; return 1; } } } for (int i = 0; i < numsectors; i++) { if (inside(nX, nY, i)) { getzsofslope(i, nX, nY, &nZCeil, &nZFloor); if (nZ >= nZCeil && nZ <= nZFloor) { *nSector = i; return 1; } } } return 0; } bool FindSector(int nX, int nY, int *nSector) { assert(*nSector >= 0 && *nSector < kMaxSectors); if (inside(nX, nY, *nSector)) { return 1; } walltype *pWall = &wall[sector[*nSector].wallptr]; for (int i = sector[*nSector].wallnum; i > 0; i--, pWall++) { int nOSector = pWall->nextsector; if (nOSector >= 0 && inside(nX, nY, nOSector)) { *nSector = nOSector; return 1; } } for (int i = 0; i < numsectors; i++) { if (inside(nX, nY, i)) { *nSector = i; return 1; } } return 0; } bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, int nSector, 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->sectnum, nX, nY, nZ, nSector)) return 1; if (cansee(pSprite->x, pSprite->y, bottom, pSprite->sectnum, nX, nY, nZ, nSector)) return 1; if (cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, nX, nY, nZ, nSector)) return 1; return 0; } bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist) { int oX = 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(int nWall, int x, int y, int nDist) { int x1 = wall[nWall].x; int y1 = wall[nWall].y; int x2 = wall[wall[nWall].point2].x; int y2 = wall[wall[nWall].point2].y; nDist <<= 4; if (x1 < x2) { if (x <= x1 - nDist || x >= x2 + nDist) { return 0; } } else { if (x <= x2 - nDist || x >= x1 + nDist) { return 0; } if (x1 == x2) { int px1 = x - x1; int py1 = y - y1; int px2 = x - x2; int py2 = y - y2; int dist1 = px1 * px1 + py1 * py1; int dist2 = px2 * px2 + py2 * py2; if (y1 < y2) { if (y <= y1 - nDist || y >= y2 + nDist) { return 0; } if (y < y1) { return dist1 < nDist * nDist; } if (y > y2) { return dist2 < nDist * nDist; } } else { if (y <= y2 - nDist || y >= y1 + nDist) { return 0; } if (y < y2) { return dist2 < nDist * nDist; } if (y > y1) { return dist1 < nDist * nDist; } } return 1; } } if (y1 < y2) { if (y <= y1 - nDist || y >= y2 + nDist) { return 0; } } else { if (y <= y2 - nDist || y >= y1 + nDist) { return 0; } if (y1 == y2) { int px1 = x - x1; int py1 = y - y1; int px2 = x - x2; int py2 = y - y2; int check1 = px1 * px1 + py1 * py1; int check2 = px2 * px2 + py2 * py2; if (x1 < x2) { if (x <= x1 - nDist || x >= x2 + nDist) { return 0; } if (x < x1) { return check1 < nDist * nDist; } if (x > x2) { return check2 < nDist * nDist; } } else { if (x <= x2 - nDist || x >= x1 + nDist) { return 0; } if (x < x2) { return check2 < nDist * nDist; } if (x > x1) { return check1 < nDist * nDist; } } } } int dx = x2 - x1; int dy = y2 - y1; int px = x - x2; int py = y - y2; int side = px * dx + dy * py; if (side >= 0) { return px * px + py * py < nDist * nDist; } px = x - x1; py = y - y1; side = px * dx + dy * py; if (side <= 0) { return px * px + py * py < nDist * nDist; } int check1 = px * dy - dx * py; int check2 = dy * dy + dx * dx; return check1 * check1 < check2 * nDist * nDist; } int GetWallAngle(int nWall) { int nWall2 = wall[nWall].point2; return getangle(wall[nWall2].x - wall[nWall].x, wall[nWall2].y - wall[nWall].y); } int GetWallAngle(walltype* pWall) { int nWall2 = pWall->point2; return getangle(wall[nWall2].x - pWall->x, wall[nWall2].y - pWall->y); } void GetWallNormal(int nWall, int *pX, int *pY) { assert(nWall >= 0 && nWall < kMaxWalls); int nWall2 = wall[nWall].point2; int dX = -(wall[nWall2].y - wall[nWall].y); dX >>= 4; int dY = wall[nWall2].x - wall[nWall].x; dY >>= 4; int nLength = ksqrt(dX*dX+dY*dY); if (nLength <= 0) nLength = 1; *pX = 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 nSector = pSprite->sectnum; 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; } vec3_t pos = { x, y, z }; hitdata_t hitData; hitData.pos.z = gHitInfo.hitz; hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, nMask); gHitInfo.set(&hitData); hitscangoal.x = hitscangoal.y = 0x1ffffff; pSprite->cstat = bakCstat; if (gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors) return -1; if (gHitInfo.hitactor != nullptr) return 3; if (gHitInfo.hitwall >= 0) { if (wall[gHitInfo.hitwall].nextsector == -1) return 0; int nZCeil, nZFloor; getzsofslope(wall[gHitInfo.hitwall].nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor); if (gHitInfo.hitz <= nZCeil || gHitInfo.hitz >= nZFloor) return 0; return 4; } if (gHitInfo.hitsect >= 0) return 1 + (z < gHitInfo.hitz); return -1; } int VectorScan(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; int nSector = pSprite->sectnum; 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 }; hitdata_t hitData; hitData.pos.z = gHitInfo.hitz; hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, CLIPMASK1); gHitInfo.set(&hitData); hitscangoal.x = hitscangoal.y = 0x1ffffff; pSprite->cstat = bakCstat; while (nNum--) { if (gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors) return -1; if (nRange && approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) > nRange) return -1; if (gHitInfo.hitactor != nullptr) { spritetype *pOther = &gHitInfo.hitactor->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.hitz, 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(); x1 = gHitInfo.hitx; y1 = gHitInfo.hity; z1 = gHitInfo.hitz; pos = { x1, y1, z1 }; hitData.pos.z = gHitInfo.hitz; hitscan(&pos, pOther->sectnum, dx, dy, dz << 4, &hitData, CLIPMASK1); gHitInfo.set(&hitData); pOther->cstat = bakCstat; continue; } if (gHitInfo.hitwall >= 0) { walltype *pWall = &wall[gHitInfo.hitwall]; if (pWall->nextsector == -1) return 0; sectortype *pSector = §or[gHitInfo.hitsect]; sectortype *pSectorNext = §or[pWall->nextsector]; int nZCeil, nZFloor; getzsofslope(pWall->nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor); if (gHitInfo.hitz <= nZCeil) return 0; if (gHitInfo.hitz >= nZFloor) { if (!(pSector->floorstat&1) || !(pSectorNext->floorstat&1)) return 0; return 2; } if (!(pWall->cstat & 0x30)) return 0; int nOffset; if (pWall->cstat & 4) nOffset = ClipHigh(pSector->floorz, pSectorNext->floorz); else nOffset = ClipLow(pSector->ceilingz, pSectorNext->ceilingz); nOffset = (gHitInfo.hitz - nOffset) >> 8; if (pWall->cstat & 256) nOffset = -nOffset; int nPicnum = pWall->overpicnum; int nSizX = 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 - wall[pWall->point2].x, pWall->y - wall[pWall->point2].y); int nHOffset; if (pWall->cstat & 8) nHOffset = approxDist(gHitInfo.hitx - wall[pWall->point2].x, gHitInfo.hity - wall[pWall->point2].y); else nHOffset = approxDist(gHitInfo.hitx - pWall->x, gHitInfo.hity - pWall->y); nHOffset = pWall->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 = wall[pWall->nextwall].cstat; wall[pWall->nextwall].cstat &= ~64; gHitInfo.clearObj(); x1 = gHitInfo.hitx; y1 = gHitInfo.hity; z1 = gHitInfo.hitz; pos = { x1, y1, z1 }; hitData.pos.z = gHitInfo.hitz; hitscan(&pos, pWall->nextsector, dx, dy, dz << 4, &hitData, CLIPMASK1); gHitInfo.set(&hitData); pWall->cstat = bakCstat; wall[pWall->nextwall].cstat = bakCstat2; continue; } return 4; } if (gHitInfo.hitsect >= 0) { if (dz > 0) { auto actor = getUpperLink(gHitInfo.hitsect); if (!actor) return 2; auto link = actor->GetOwner(); gHitInfo.clearObj(); vec3_t pos = link->s().pos - actor->s().pos + vec3_t(gHitInfo.hitx, gHitInfo.hity, gHitInfo.hitz); hitData.pos.z = gHitInfo.hitz; hitscan(&pos, link->s().sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1); gHitInfo.set(&hitData); continue; } else { auto actor = getLowerLink(gHitInfo.hitsect); if (!actor) return 1; auto link = actor->GetOwner(); gHitInfo.clearObj(); vec3_t pos = link->s().pos - actor->s().pos + vec3_t(gHitInfo.hitx, gHitInfo.hity, gHitInfo.hitz); hitData.pos.z = gHitInfo.hitz; hitscan(&pos, link->s().sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1); gHitInfo.set(&hitData); 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(); int floorHit, ceilHit; int bakCstat = pSprite->cstat; int32_t nTemp1, nTemp2; pSprite->cstat &= ~257; getzrange(&pSprite->pos, pSprite->sectnum, (int32_t*)ceilZ, &ceilHit, (int32_t*)floorZ, &floorHit, nDist, nMask); ceilColl->setFromEngine(ceilHit); floorColl->setFromEngine(floorHit); if (floorColl->type == kHitSector) { int nSector = floorColl->index; if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (sector[nSector].floorstat & 1)) *floorZ = 0x7fffffff; if (sector[nSector].extra > 0) { XSECTOR *pXSector = &xsector[sector[nSector].extra]; *floorZ += pXSector->Depth << 10; } auto actor = getUpperLink(nSector); if (actor) { auto link = actor->GetOwner(); vec3_t lpos = pSprite->pos + link->s().pos - actor->s().pos; getzrange(&lpos, link->s().sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, &floorHit, nDist, nMask); *floorZ -= link->s().z - actor->s().z; floorColl->setFromEngine(floorHit); } } if (ceilColl->type == kHitSector) { int nSector = ceilColl->index; if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1)) *ceilZ = 0x80000000; auto actor = getLowerLink(nSector); if (actor) { auto link = actor->GetOwner(); vec3_t lpos = pSprite->pos + link->s().pos - actor->s().pos; getzrange(&lpos, link->s().sectnum, (int32_t*)ceilZ, &ceilHit, &nTemp1, &nTemp2, nDist, nMask); *ceilZ -= link->s().z - actor->s().z; ceilColl->setFromEngine(ceilHit); } } pSprite->cstat = bakCstat; } void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax) { int ceilHit, floorHit; int32_t nTemp1, nTemp2; vec3_t lpos = { x, y, z }; getzrange(&lpos, nSector, (int32_t*)ceilZ, &ceilHit, (int32_t*)floorZ, &floorHit, nDist, nMask); ceilColl->setFromEngine(ceilHit); floorColl->setFromEngine(floorHit); if (floorColl->type == kHitSector) { int nSector = floorColl->index; if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (sector[nSector].floorstat & 1)) *floorZ = 0x7fffffff; if (sector[nSector].extra > 0) { XSECTOR *pXSector = &xsector[sector[nSector].extra]; *floorZ += pXSector->Depth << 10; } auto actor = getUpperLink(nSector); if (actor) { auto link = actor->GetOwner(); vec3_t newpos = lpos + link->s().pos - actor->s().pos; getzrange(&newpos, link->s().sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, &floorHit, nDist, nMask); floorColl->setFromEngine(floorHit); *floorZ -= link->s().z - actor->s().z; } } if (ceilColl->type == kHitSector) { int nSector = ceilColl->index; if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1)) *ceilZ = 0x80000000; auto actor = getLowerLink(nSector); if (actor) { auto link = actor->GetOwner(); vec3_t newpos = lpos + link->s().pos - actor->s().pos; getzrange(&newpos, link->s().sectnum, (int32_t*)ceilZ, &ceilHit, &nTemp1, &nTemp2, nDist, nMask); ceilColl->setFromEngine(ceilHit); *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); } unsigned int ClipMove(vec3_t *pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount) { auto opos = *pos; int bakSect = *nSector; unsigned int nRes = clipmove(pos, &bakSect, xv<<14, yv<<14, wd, cd, fd, nMask, tracecount); if (bakSect == -1) { *pos = opos; } else { *nSector = bakSect; } return nRes; } int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit) { char sectbits[(kMaxSectors+7)>>3]; assert(pSectors != NULL); memset(sectbits, 0, sizeof(sectbits)); pSectors[0] = nSector; SetBitString(sectbits, nSector); int n = 1; int i = 0; if (pSectBit) { memset(pSectBit, 0, (kMaxSectors+7)>>3); SetBitString(pSectBit, nSector); } while (i < n) { int nCurSector = pSectors[i]; int nStartWall = sector[nCurSector].wallptr; int nEndWall = nStartWall + sector[nCurSector].wallnum; walltype *pWall = &wall[nStartWall]; for (int j = nStartWall; j < nEndWall; j++, pWall++) { int nNextSector = pWall->nextsector; if (nNextSector < 0) continue; if (TestBitString(sectbits, nNextSector)) continue; SetBitString(sectbits, nNextSector); int dx = abs(wall[pWall->point2].x - x)>>4; int dy = abs(wall[pWall->point2].y - y)>>4; if (dx < nDist && dy < nDist) { if (approxDist(dx, dy) < nDist) { if (pSectBit) SetBitString(pSectBit, nNextSector); pSectors[n++] = nNextSector; } } } i++; } pSectors[n] = -1; return n; } int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *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 static short pSectors[kMaxSectors]; uint8_t sectbits[(kMaxSectors+7)>>3]; memset(sectbits, 0, sizeof(sectbits)); pSectors[0] = nSector; SetBitString(sectbits, nSector); int n = 1, m = 0; int i = 0; if (pSectBit) { memset(pSectBit, 0, (kMaxSectors+7)>>3); SetBitString(pSectBit, nSector); } while (i < n) // scan through sectors { const int nCurSector = pSectors[i]; const int nStartWall = sector[nCurSector].wallptr; const int nEndWall = nStartWall + sector[nCurSector].wallnum; for (int j = nStartWall; j < nEndWall; j++) // scan each wall of current sector for new sectors { const walltype *pWall = &wall[j]; const int nNextSector = pWall->nextsector; if (nNextSector < 0) // if next wall isn't linked to a sector, skip continue; if (TestBitString(sectbits, nNextSector)) // if we've already checked this sector, skip continue; bool setSectBit = true; bool withinRange = false; if (!newSectCheckMethod) // original method { withinRange = CheckProximityWall(pWall->point2, x, y, nDist); } else // new method - first test edges and then wall span midpoints { for (int k = (j+1); k < nEndWall; k++) // scan through the rest of the sector's walls { if (wall[k].nextsector == nNextSector) // if the next walls still reference the sector, then don't flag the sector as checked (yet) { setSectBit = false; break; } } const int nWallA = j; const int nWallB = wall[nWallA].point2; int x1 = wall[nWallA].x, y1 = wall[nWallA].y; int x2 = wall[nWallB].x, y2 = wall[nWallB].y; int point1Dist = approxDist(x-x1, y-y1); // setup edge distance needed for below loop (determines which point to shift closer to center) int point2Dist = approxDist(x-x2, y-y2); int nLength = approxDist(x1-x2, y1-y2); const int nDist4 = nDist<<4; nLength = ClipRange(nLength / (nDist4+(nDist4>>1)), 1, 4); // always test midpoint at least once, and never split more than 4 times for (int k = 0; true; k++) // check both points of wall and subdivide span into smaller chunks towards target { withinRange = (point1Dist < nDist4) || (point2Dist < nDist4); // check if both points of span is within radius if (withinRange) break; if (k == nLength) // reached end break; const int xcenter = (x1+x2)>>1, ycenter = (y1+y2)>>1; if (point1Dist < point2Dist) // shift closest side of wall towards target point, and refresh point distance values { x2 = xcenter, y2 = ycenter; point2Dist = approxDist(x-x2, y-y2); } else { x1 = xcenter, y1 = ycenter; point1Dist = approxDist(x-x1, y-y1); } } } if (withinRange) // if new sector is within range, set to current sector and test walls { setSectBit = true; // sector is within range, set the sector as checked if (pSectBit) SetBitString(pSectBit, nNextSector); pSectors[n++] = nNextSector; if (pWalls && pWall->extra > 0) { XWALL *pXWall = &xwall[pWall->extra]; if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state) pWalls[m++] = j; } } if (setSectBit) SetBitString(sectbits, nNextSector); } i++; } pSectors[n] = -1; if (pWalls) pWalls[m] = -1; return n; } 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