//------------------------------------------------------------------------- /* 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" #include "texturemanager.h" #include "hw_voxels.h" #include "texinfo.h" #include "buildtiles.h" IntRect viewport3d; constexpr double MAXCLIPDISTF = 64; //--------------------------------------------------------------------------- // // Unified chasecam function for all games. // //--------------------------------------------------------------------------- double cameradist, cameraclock; bool calcChaseCamPos(DVector3& ppos, DCoreActor* act, sectortype** psect, const DRotator& angles, double const interpfrac, double const backamp) { if (!*psect) return false; // Calculate new pos to shoot backwards DVector3 npos = -DVector3(angles) * backamp; HitInfoBase hitinfo; auto bakcstat = act->spr.cstat; act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; updatesectorz(ppos, psect); hitscan(ppos, *psect, npos, hitinfo, CLIPMASK1); act->spr.cstat = bakcstat; auto hpos = hitinfo.hitpos - ppos; if (!*psect) return false; // If something is in the way, make cameradist lower if necessary if (npos.XY().Sum() > hpos.XY().Sum()) { const auto c = fabs(npos.X) > fabs(npos.Y) ? &DVector3::X : &DVector3::Y; if (hitinfo.hitWall != nullptr) { // Push you a little bit off the wall *psect = hitinfo.hitSector; hpos.*c -= npos.*c * npos.XY().dot(hitinfo.hitWall->delta().Angle().ToVector().Rotated90CW()) * (1. / 1024.); } else if (hitinfo.hitActor == nullptr) { // Push you off the ceiling/floor *psect = hitinfo.hitSector; hpos.*c -= npos.*c * (1. / 32.); } else if (!(hitinfo.hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { // If you hit a sprite that's not a wall sprite - try again. bakcstat = hitinfo.hitActor->spr.cstat; hitinfo.hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); calcChaseCamPos(ppos, act, psect, angles, interpfrac, backamp); hitinfo.hitActor->spr.cstat = bakcstat; return false; } else { // same as wall calculation. hpos.*c -= npos.*c * npos.XY().dot((act->spr.Angles.Yaw - DAngle90).ToVector().Rotated90CW()) * (1. / 1024.); } const double newdist = hpos.*c / npos.*c; if (newdist < cameradist) cameradist = newdist; } // Actually move you! (camerdist is 1 if nothing is in the way) ppos += npos * cameradist; // Calculate clock using GameTicRate so it increases the same rate on all speed computers. double myclock = PlayClock + 120 / GameTicRate * interpfrac; if (cameraclock == INT_MIN) { // Third person view was just started. cameraclock = myclock; } // Slowly increase cameradist until it reaches 1. cameradist = min(cameradist + ((myclock - cameraclock) * (1. / 64.)), 1.); cameraclock = myclock; // Make sure psectnum is correct. updatesectorz(ppos, psect); return true; } //========================================================================== // // consolidated slope calculation // //========================================================================== void calcSlope(const sectortype* sec, double xpos, double ypos, double* pceilz, double* pflorz) { int bits = 0; if (pceilz) { bits |= sec->ceilingstat; *pceilz = sec->ceilingz; } if (pflorz) { bits |= sec->floorstat; *pflorz = sec->floorz; } if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE) { auto wal = sec->walls.Data(); double len = wal->Length(); if (len != 0) { DVector2 wd = DVector2(xpos, ypos) - wal->pos; double fac = wal->delta().dot(wd.Rotated90CW()) / len * (1. / SLOPEVAL_FACTOR); if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac); if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac); } } } //========================================================================== // // // //========================================================================== int getslopeval(sectortype* sect, const DVector3& pos, double basez) { auto wal = sect->walls.Data(); double i = (pos.XY() - wal->pos).dot(wal->delta().Rotated90CCW()); return i == 0? 0 : int(SLOPEVAL_FACTOR * (pos.Z - basez) * wal->Length() / i); } //========================================================================== // // Calculate the distance to the closest point in the given sector // //========================================================================== double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point) { if (inside(px, py, sect)) { if (point) *point = { px, py }; return 0; } double bestdist = DBL_MAX; DVector2 bestpt = { px, py }; for (auto& wal : sect->walls) { DVector2 pt; auto dist = SquareDistToWall(px, py, &wal, &pt); if (dist < bestdist) { bestdist = dist; bestpt = pt; } } if (point) *point = bestpt; return bestdist; } //========================================================================== // // Calculate the position of a wall sprite in the world // //========================================================================== void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render) { auto tex = TexMan.GetGameTexture(spr->spritetexture()); double width, xoffset; const TileOffs* tofs; if (render && hw_hightile && (tofs = GetHiresOffset(spr->spritetexture()))) { width = tofs->xsize; xoffset = (tofs->xoffs + spr->xoffset); } else { width = tex->GetDisplayWidth(); xoffset = tex->GetDisplayLeftOffset() + spr->xoffset; } auto p = spr->Angles.Yaw.ToVector().Rotated90CW() * spr->scale.X; if (spr->cstat & CSTAT_SPRITE_XFLIP) xoffset = -xoffset; double origin = (width * 0.5) + xoffset; out[0] = pos - p * origin; out[1] = out[0] + p * width; } //========================================================================== // // Calculate the position of a floor sprite in the world // //========================================================================== void TGetFlatSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, double* outz, int heinum, bool render) { auto tex = TexMan.GetGameTexture(spr->spritetexture()); double width, height, leftofs, topofs; double sloperatio = sqrt(heinum * heinum + SLOPEVAL_FACTOR * SLOPEVAL_FACTOR) * (1. / SLOPEVAL_FACTOR); double xrepeat = spr->scale.X; double yrepeat = spr->scale.Y; int xo = heinum ? 0 : spr->xoffset; int yo = heinum ? 0 : spr->yoffset; const TileOffs* tofs; if (render && hw_hightile && (tofs = GetHiresOffset(spr->spritetexture()))) { width = tofs->xsize * xrepeat; height = tofs->ysize * yrepeat; leftofs = (tofs->xoffs + xo) * xrepeat; topofs = (tofs->yoffs + yo) * yrepeat; } else { width = (int)tex->GetDisplayWidth() * xrepeat; height = (int)tex->GetDisplayHeight() * yrepeat; leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * xrepeat; topofs = ((int)tex->GetDisplayTopOffset() + yo) * yrepeat; } if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs; if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs; double sprcenterx = (width * 0.5) + leftofs; double sprcentery = (height * 0.5) + topofs; double cosang = spr->Angles.Yaw.Cos(); double sinang = spr->Angles.Yaw.Sin(); double cosangslope = cosang / sloperatio; double sinangslope = sinang / sloperatio; out[0].X = pos.X + sinang * sprcenterx + cosangslope * sprcentery; out[0].Y = pos.Y + sinangslope * sprcentery - cosang * sprcenterx; out[1].X = out[0].X - sinang * width; out[1].Y = out[0].Y + cosang * width; DVector2 sub = { cosangslope * height, sinangslope * height }; 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++) { outz[i] = (sinang * (out[i].Y - pos.Y) + cosang * (out[i].X - pos.X)) * heinum * (1. / SLOPEVAL_FACTOR); } } } } void GetFlatSpritePosition(DCoreActor* actor, const DVector2& pos, DVector2* out, double* outz, bool render) { TGetFlatSpritePosition(&actor->spr, pos, out, outz, spriteGetSlope(actor), render); } void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render) { TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render); } //========================================================================== // // checks if the given point is sufficiently close to the given line segment. // //========================================================================== EClose IsCloseToLine(const DVector2& point, const DVector2& start, const DVector2& end, double maxdist) { auto const v1 = start - point; auto const v2 = end - point; // trivially outside the box. if ( ((v1.X < -maxdist) && (v2.X < -maxdist)) || // fully to the left ((v1.Y < -maxdist) && (v2.Y < -maxdist)) || // fully below ((v1.X >= maxdist) && (v2.X >= maxdist)) || // fully to the right ((v1.Y >= maxdist) && (v2.Y >= maxdist))) // fully above return EClose::Outside; auto waldelta = end - start; if (waldelta.X * v1.Y <= waldelta.Y * v1.X) { // is it in front? waldelta.X *= waldelta.X > 0 ? v1.Y + maxdist : v1.Y - maxdist; waldelta.Y *= waldelta.Y > 0 ? v1.X - maxdist : v1.X + maxdist; return waldelta.X > waldelta.Y ? EClose::InFront : EClose::Outside; } else { // or behind? waldelta.X *= waldelta.X > 0 ? v1.Y - maxdist : v1.Y + maxdist; waldelta.Y *= waldelta.Y > 0 ? v1.X + maxdist : v1.X - maxdist; return (waldelta.X <= waldelta.Y) ? EClose::Behind : EClose::Outside; } } EClose IsCloseToWall(const DVector2& point, walltype* wal, double maxdist) { return IsCloseToLine(point, wal->pos, wal->point2Wall()->pos, maxdist); } //========================================================================== // // check if two sectors share a wall connection // //========================================================================== bool sectorsConnected(int sect1, int sect2) { for (auto& wal : sector[sect1].walls) { if (wal.nextsector == sect2) return true; } return false; } //========================================================================== // // // //========================================================================== int64_t checkforinside(double x, double y, const DVector2& pt1, const DVector2& pt2) { // Perform the checks here in 48.16 fixed point. // Doing it directly with floats and multiplications does not work reliably due to underflows. // Unfortunately, due to the conversions, this is a bit slower. :( int64_t xs = int64_t(0x10000 * (pt1.X - x)); int64_t ys = int64_t(0x10000 * (pt1.Y - y)); int64_t xe = int64_t(0x10000 * (pt2.X - x)); int64_t ye = int64_t(0x10000 * (pt2.Y - y)); if ((ys ^ ye) < 0) { int64_t val; if ((xs ^ xe) >= 0) val = xs; else val = ((xs * ye) - xe * ys) ^ ye; return val; } return 0; } //========================================================================== // // // //========================================================================== int inside(double x, double y, const sectortype* sect) { if (sect) { int64_t acc = 1; for (auto& wal : sect->walls) { acc ^= checkforinside(x, y, wal.pos, wal.point2Wall()->pos); } return acc < 0; } return -1; } //========================================================================== // // // //========================================================================== int insidePoly(double x, double y, const DVector2* points, int count) { int64_t acc = 1; for (int i = 0; i < count; i++) { int j = (i + 1) % count; acc ^= checkforinside(x, y, points[i], points[j]); } return acc < 0; } //========================================================================== // // find the closest neighboring sector plane in the given direction. // Does not consider slopes, just like the original! // //========================================================================== sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags) { double factor = (flags & Find_Up)? -1 : 1; double bestz = INT_MAX; sectortype* bestsec = (flags & Find_Safe)? sectp : nullptr; const auto planez = (flags & Find_Ceiling)? §ortype::ceilingz : §ortype::floorz; startz *= factor; for(auto& wal : sectp->walls) { if (wal.twoSided()) { auto nextsec = wal.nextSector(); auto nextz = factor * nextsec->*planez; if (startz < nextz && nextz < bestz) { bestz = nextz; bestsec = nextsec; } } } return bestsec; } //========================================================================== // // // //========================================================================== bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, sectortype* sect2) { if (!sect1 || !sect2) return false; auto delta = end - start; if (delta.XY().isZero()) return (sect1 == sect2); BFSSectorSearch search(sect1); while (auto sec = search.GetNext()) { for (auto& wal : sec->walls) { double factor = InterceptLineSegments(start.X, start.Y, delta.X, delta.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y, nullptr, true); if (factor < 0 || factor >= 1) continue; if (!wal.twoSided() || wal.cstat & CSTAT_WALL_1WAY) return false; auto spot = start + delta * factor; double floorz, ceilz; for (auto isec : { sec, wal.nextSector() }) { calcSlope(isec, spot, &ceilz, &floorz); if (spot.Z <= ceilz || spot.Z >= floorz) return false; } search.Add(wal.nextSector()); } } return search.Check(sect2); } //--------------------------------------------------------------------------- // // taken out of SW. // //--------------------------------------------------------------------------- int testpointinquad(const DVector2& pt, const DVector2* quad) { for (int i = 0; i < 4; i++) { double dist = PointOnLineSide(pt.X, pt.Y, quad[i].X, quad[i].Y, quad[(i + 1) & 3].X - quad[i].X, quad[(i + 1) & 3].Y - quad[i].Y); if (dist > 0) return false; } return true; } //========================================================================== // // // //========================================================================== double intersectSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor) { auto end = start + direction; if (direction.XY().isZero()) return false; // get point on trace that is closest to the sprite double factor = NearestPointOnLineFast(actor->spr.pos.X, actor->spr.pos.Y, start.X, start.Y, end.X, end.Y); if (factor < 0 || factor > maxfactor) return -1; auto tex = TexMan.GetGameTexture(actor->spr.spritetexture()); auto sprwidth = tex->GetDisplayWidth() * actor->spr.scale.X * 0.5; auto point = start + direction * factor; // Using proper distance here, Build originally used the sum of x- and y-distance if ((point.XY() - actor->spr.pos.XY()).LengthSquared() > sprwidth * sprwidth * 0.5) return -1; // too far away double siz, hitz = actor->spr.pos.Z + actor->GetOffsetAndHeight(siz); if (point.Z < hitz - siz || point.Z > hitz) return -1; result = point; return factor; } //========================================================================== // // // //========================================================================== double intersectWallSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor, bool checktex) { DVector2 points[2]; GetWallSpritePosition(&actor->spr, actor->spr.pos, points, false); points[1] -= points[0]; if ((actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE)) //check for back side of one way sprite { if (PointOnLineSide(start.X, start.Y, points[0].X, points[0].Y, points[1].X, points[1].Y) > 0) return -1; } // the wall factor is needed for doing a texture check. double factor2, factor = InterceptLineSegments(start.X, start.Y, direction.X, direction.Y, points[0].X, points[0].Y, points[1].X, points[1].Y, &factor2); if (factor < 0 || factor > maxfactor) return -1; result = start + factor * direction; double height, position = actor->spr.pos.Z + actor->GetOffsetAndHeight(height); if (result.Z <= position - height || result.Z >= position) return -1; if (checktex) { auto tiletexid = actor->spr.spritetexture(); auto tiletex = TexMan.GetGameTexture(tiletexid, true); auto pixels = GetRawPixels(tiletex->GetID()); if (pixels && tiletex->GetScaleX() == 1 && tiletex->GetScaleY() == 1) // does not work with scaled textures. { double zfactor = 1. - (position - result.Z) / height; // all other flags have been taken care of already by GetWallSpritePosition and GetOffsetAndHeight // - but we have to handle the flip flags here to fetch the correct texel. if (actor->spr.cstat & CSTAT_SPRITE_XFLIP) factor2 = 1 - factor2; if (actor->spr.cstat & CSTAT_SPRITE_YFLIP) zfactor = 1 - zfactor; int xtex = int(factor2 * tiletex->GetTexelWidth()); int ytex = int(zfactor * tiletex->GetTexelHeight()); auto texel = (pixels + tiletex->GetTexelHeight() * xtex + ytex); if (*texel == TRANSPARENT_INDEX) return -1; } } return factor; } //========================================================================== // // // //========================================================================== double intersectFloorSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor) { if (actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE) { if ((start.Z > actor->spr.pos.Z) == ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) == 0)) return -1; } DVector2 points[4]; GetFlatSpritePosition(actor, actor->spr.pos, points, nullptr, false); double factor = (actor->spr.pos.Z - start.Z) / direction.Z; if (factor <= 0 || factor > maxfactor) return -1; result = start + factor * direction; if (!testpointinquad(result.XY(), points)) return -1; return factor; } //========================================================================== // // // //========================================================================== double intersectSlopeSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor) { DVector2 points[4]; double ptz[4]; GetFlatSpritePosition(actor, actor->spr.pos, points, ptz, false); DVector3 pt1(points[0], ptz[0]); DVector3 pt2(points[1], ptz[1]); DVector3 pt3(points[2], ptz[2]); double factor = LinePlaneIntersect(start, direction, pt1, pt2 - pt1, pt3 - pt1); if (factor <= 0 || factor > maxfactor) return -1; result = start + factor * direction; // we can only do this after calculating the actual intersection spot... if (actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE) { double checkz = spriteGetZOfSlopef(&actor->spr, start.XY(), spriteGetSlope(actor)); if ((start.Z > checkz) == ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) == 0)) return -1; } if (!testpointinquad(result.XY(), points)) return -1; return factor; } //========================================================================== // // // //========================================================================== double checkWallHit(walltype* wal, EWallFlags flagmask, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor) { if (PointOnLineSide(start.XY(), wal) > 0) return -1; double factor = InterceptLineSegments(start.X, start.Y, direction.X, direction.Y, wal->pos.X, wal->pos.Y, wal->delta().X, wal->delta().Y); if (factor < 0 || factor > maxfactor) return -1; // did not connect. result = start + factor * direction; if (wal->twoSided() && !(wal->cstat & flagmask)) { // check if the trace passes this wall or hits the upper or lower tier. double cz, fz; calcSlope(wal->nextSector(), result, &cz, &fz); if (result.Z > cz && result.Z < fz) return -2; // trace will pass this wall, i.e. no hit. Return -2 to tell the caller to go on. } return factor; } //========================================================================== // // // //========================================================================== double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor) { if (sec->walls.Size() < 3) return -1; auto wal = sec->walls.Data(); double len = wal->Length(); DVector3 pt1, pt2, pt3; double startcz, startfz; double p3cz, p3fz; pt1.XY() = wal->pos; pt2.XY() = wal->point2Wall()->pos; pt3.X = pt1.X + pt2.Y - pt1.Y; pt3.Y = pt1.Y + pt2.X - pt1.X; // somewhere off the first line. calcSlope(sec, start.X, start.Y, &startcz, &startfz); calcSlope(sec, pt3.X, pt3.Y, &p3cz, &p3fz); double factor; for (int i = 0; i < 2; i++) { bool sloped; if (i == 0) { if (start.Z <= startcz) continue; sloped = (sec->ceilingstat & CSTAT_SECTOR_SLOPE) && len > 0; pt1.Z = pt2.Z = sec->ceilingz; pt3.Z = p3cz; } else { if (start.Z >= startfz) continue; sloped = (sec->floorstat & CSTAT_SECTOR_SLOPE && len > 0); pt1.Z = pt2.Z = sec->floorz; pt3.Z = p3fz; } if (sloped) { factor = LinePlaneIntersect(start, direction, pt1, pt2 - pt1, pt3 - pt1); } else { factor = (pt1.Z - start.Z) / direction.Z; } if (factor > 0 && factor <= maxfactor) { result = start + factor * direction; return inside(result.X, result.Y, sec) ? factor : -1; } } return -1; } //========================================================================== // // // //========================================================================== int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange) { double hitfactor = DBL_MAX; const auto wallflags = EWallFlags::FromInt(cliptype & 65535); const auto spriteflags = ESpriteFlags::FromInt(cliptype >> 16); hitinfo.clearObj(); if (startsect == nullptr) return -1; if (maxrange > 0) { hitfactor = maxrange / vect.Length(); hitinfo.hitpos = start + hitfactor * vect; } else hitinfo.hitpos.X = hitinfo.hitpos.Y = DBL_MAX; BFSSectorSearch search(startsect); while (auto sec = search.GetNext()) { DVector3 v; double hit = checkSectorPlaneHit(sec, start, vect, v, hitfactor); if (hit > 0) { hitfactor = hit; hitinfo.set(sec, nullptr, nullptr, v); } // check all walls in this sector for (auto& w : sec->walls) { hit = checkWallHit(&w, EWallFlags::FromInt(wallflags), start, vect, v, hitfactor); if (hit > 0) { hitfactor = hit; hitinfo.set(sec, &w, nullptr, v); } else if (hit == -2) search.Add(w.nextSector()); } if (!spriteflags) continue; //Check all sprites in this sector TSectIterator it(sec); while (auto actor = it.Next()) { if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue; if (!(actor->spr.cstat & spriteflags)) continue; hit = -1; // we pass hitfactor to the workers because it can shortcut their calculations a lot. switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case CSTAT_SPRITE_ALIGNMENT_FACING: hit = intersectSprite(actor, start, vect, v, hitfactor); break; case CSTAT_SPRITE_ALIGNMENT_WALL: hit = intersectWallSprite(actor, start, vect, v, hitfactor, GetExtInfo(actor->spr.spritetexture()).picanm.sf & PICANM_TEXHITSCAN_BIT); break; case CSTAT_SPRITE_ALIGNMENT_FLOOR: hit = intersectFloorSprite(actor, start, vect, v, hitfactor); break; case CSTAT_SPRITE_ALIGNMENT_SLOPE: hit = intersectSlopeSprite(actor, start, vect, v, hitfactor); break; } if (hit > 0) { hitfactor = hit; hitinfo.set(sec, nullptr, actor, v); } } } return 0; } //========================================================================== // // // //========================================================================== bool checkRangeOfWall(walltype* wal, EWallFlags flagmask, const DVector3& pos, double maxdist, double* theZs) { if (!wal->twoSided()) return false; if (wal->cstat & flagmask) return false; if (PointOnLineSide(pos.XY(), wal) > 0) return false; auto nextsect = wal->nextSector(); // Rather pointless sky check that needs to be kept... if (((nextsect->ceilingstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z <= nextsect->ceilingz + 3)) return false; if (((nextsect->floorstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z >= nextsect->floorz - 3)) return false; auto pos1 = wal->pos; auto pos2 = wal->point2Wall()->pos; // Checks borrowed from GZDoom. DVector2 boxtl = pos - DVector2(maxdist, maxdist); DVector2 boxbr = pos + DVector2(maxdist, maxdist); if (!BoxInRange(boxtl, boxbr, pos1, pos2)) return false; if (BoxOnLineSide(boxtl, boxbr, pos1, pos2 - pos1) != -1) return false; auto closest = pos.XY(); if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE) // todo: need to check if it makes sense to have this always on. SquareDistToSector(closest.X, closest.Y, nextsect, &closest); calcSlope(nextsect, closest.X, closest.Y, &theZs[0], &theZs[1]); return true; } //========================================================================== // // // //========================================================================== bool checkRangeOfFaceSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs) { double dist = maxdist + itActor->clipdist; if (abs(pos.X - itActor->spr.pos.X) > dist || abs(pos.Y - itActor->spr.pos.Y) > dist) return false; // Just like Doom: actors are square... double h; theZs[0] = itActor->spr.pos.Z + itActor->GetOffsetAndHeight(h); theZs[1] = theZs[0] - h; return true; } //========================================================================== // // // //========================================================================== bool checkRangeOfWallSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs) { int t = itActor->time; if ((t >= 485 && t <= 487) || t == 315) { int a = 0; } DVector2 verts[2]; GetWallSpritePosition(&itActor->spr, itActor->spr.pos.XY(), verts); if (IsCloseToLine(pos.XY(), verts[0], verts[1], maxdist) == EClose::Outside) return false; double h; theZs[0] = itActor->spr.pos.Z + itActor->GetOffsetAndHeight(h); theZs[1] = theZs[0] - h; return true; } //========================================================================== // // // //========================================================================== bool checkRangeOfFloorSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double& theZ) { int cstat = itActor->spr.cstat; if ((cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) < (CSTAT_SPRITE_ALIGNMENT_FLOOR)) return false; double fdaz = spriteGetZOfSlopef(&itActor->spr, pos.XY(), spriteGetSlope(itActor)); // Only check if sprite's 2-sided or your on the 1-sided side if (((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) && ((pos.Z > fdaz) == ((cstat & CSTAT_SPRITE_YFLIP) == 0))) return false; DVector2 out[4]; GetFlatSpritePosition(itActor, itActor->spr.pos.XY(), out); // expand the area to cover 'maxdist' units more on each side. (i.e. move the edges out) auto expand = (itActor->spr.Angles.Yaw - DAngle45).ToVector() * (maxdist + 0.25); // that's surely not accurate but here we must match Build's original value. out[0] += expand; out[1] += expand.Rotated90CCW(); out[2] -= expand; out[3] += expand.Rotated90CW(); if (!insidePoly(pos.X, pos.Y, out, 4)) return false; theZ = fdaz; return true; } //========================================================================== // // // //========================================================================== void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz, CollisionBase& florhit, double maxdist, uint32_t cliptype) { if (sect == nullptr) { *ceilz = -FLT_MAX; ceilhit.setVoid(); *florz = FLT_MAX; florhit.setVoid(); return; } const EWallFlags dawalclipmask = EWallFlags::FromInt(cliptype & 65535); const ESpriteFlags dasprclipmask = ESpriteFlags::FromInt(cliptype >> 16); auto closest = pos.XY(); if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE) SquareDistToSector(closest.X, closest.Y, sect, &closest); calcSlope(sect, closest, ceilz, florz); ceilhit.setSector(sect); florhit.setSector(sect); double theZs[2]; BFSSectorSearch search(sect); while (auto sec = search.GetNext()) { for (auto& wal : sec->walls) { if (checkRangeOfWall(&wal, EWallFlags::FromInt(dawalclipmask), pos, maxdist + 1 / 16., theZs)) { auto nsec = wal.nextSector(); search.Add(nsec); if (/*(pos.Z > theZs[0]) &&*/ (theZs[0] > *ceilz)) { *ceilz = theZs[0]; ceilhit.setSector(nsec); } if (/*(pos.Z < theZs[1]) &&*/ (theZs[1] < *florz)) { *florz = theZs[1]; florhit.setSector(nsec); } } else if (checkRangeOfWall(&wal, EWallFlags::FromInt(dawalclipmask), pos, maxdist + 64., theZs)) { // extend the search distance for neighboring sectors a bit further so that we can find sprites outside the search range extending to our position. auto nsec = wal.nextSector(); search.Add(nsec); } } } if (dasprclipmask) { search.Rewind(); while (auto sec = search.GetNext()) { TSectIterator it(sec); while (auto actor = it.Next()) { const int32_t cstat = actor->spr.cstat; if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue; if (cstat & dasprclipmask) { switch (cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case CSTAT_SPRITE_ALIGNMENT_FACING: if (!checkRangeOfFaceSprite(actor, pos, maxdist + 1 / 16., theZs)) continue; break; case CSTAT_SPRITE_ALIGNMENT_WALL: if (!checkRangeOfWallSprite(actor, pos, maxdist + 1 / 16., theZs)) continue; break; case CSTAT_SPRITE_ALIGNMENT_FLOOR: case CSTAT_SPRITE_ALIGNMENT_SLOPE: if (!checkRangeOfFloorSprite(actor, pos, maxdist, theZs[0])) continue; theZs[1] = theZs[0]; break; } // Clipping time! if ((pos.Z > theZs[0]) && (theZs[0] > *ceilz)) { *ceilz = theZs[0]; ceilhit.setSprite(actor); } if ((pos.Z < theZs[1]) && (theZs[1] < *florz)) { *florz = theZs[1]; florhit.setSprite(actor); } } } } } } //========================================================================== // // // //========================================================================== void neartag(const DVector3& pos, sectortype* startsect, DAngle angle, HitInfoBase& result, double range, int flags) { auto checkTag = [=](const auto* object) { return (((flags & NT_Lotag) && object->lotag) || ((flags & NT_Hitag) && object->hitag)); }; auto v = DVector3(angle.ToVector() * range * 1.000001, 0); // extend the range a tiny bit so that we really find everything we need. result.clearObj(); result.hitpos.X = result.hitpos.Y = 0; if (!startsect || (flags & (NT_Lotag | NT_Hitag)) == 0) return; BFSSectorSearch search(startsect); while (auto sect = search.GetNext()) { for (auto& wal : sect->walls) { const auto nextsect = wal.nextSector(); if (PointOnLineSide(pos.XY(), &wal) > 0) continue; double factor = InterceptLineSegments(pos.X, pos.Y, v.X, v.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y); if (factor > 0 && factor < 1) { bool foundsector = (wal.twoSided() && checkTag(nextsect)); bool foundwall = checkTag(&wal); #if 0 // does not work if the trace goes right through the vertex between two walls. if (!wal.twoSided() && !foundwall && !foundsector) { // this case was not handled by Build: // If we hit an untagged one-sided wall it should both shorten the scan trace and clear all hits beyond. // Otherwise this may cause problems with some weirdly shaped sectors. result.hitSector = nullptr; result.hitWall = nullptr; result.hitpos.X = 0; v *= factor; continue; } #endif if (foundsector) result.hitSector = nextsect; if (foundwall) result.hitWall = &wal; if (foundwall || foundsector) { v *= factor; result.hitpos.X = v.XY().Length(); } if (wal.twoSided()) { search.Add(nextsect); } } } if (!(flags & NT_NoSpriteCheck)) { double factor = 1; TSectIterator it(sect); while (auto actor = it.Next()) { if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue; if (checkTag(&actor->spr)) { DVector3 spot; double newfactor = intersectSprite(actor, pos, v, spot, factor - 1. / 65536.); if (newfactor > 0) { factor = newfactor; result.hitActor = actor; v = spot - pos; // return distance to sprite in a separate variable because there is // no means to determine what it is for if both a sprite and wall are found. // Only SW's NearTagList actually uses it. result.hitpos.Y = v.XY().Length(); } } } } } } //========================================================================== // // // //========================================================================== bool checkOpening(const DVector2& inpos, double z, const sectortype* sec, const sectortype* nextsec, double ceilingdist, double floordist, bool precise) { DVector2 pos; if (precise) SquareDistToSector(inpos.X, inpos.Y, nextsec, &pos); else pos = inpos; double c1, c2, f1, f2; calcSlope(sec, pos.X, pos.Y, &c1, &f1); calcSlope(nextsec, pos.X, pos.Y, &c2, &f2); if (precise) { double sech = abs(f1 - c1); double nextsech = abs(f2 - c2); if (sech > nextsech && nextsech < ceilingdist + 2) return 1; } return ((f2 < f1 - 1 && (nextsec->floorstat & CSTAT_SECTOR_SKY) == 0 && z >= f2 - (floordist - zmaptoworld)) || (c2 > c1 + 1 && (nextsec->ceilingstat & CSTAT_SECTOR_SKY) == 0 && z <= c2 + (ceilingdist - zmaptoworld))); } //========================================================================== // // // //========================================================================== int pushmove(DVector3& pos, sectortype** pSect, double walldist, double ceildist, double floordist, unsigned cliptype) { auto wallflags = EWallFlags::FromInt(cliptype & 65535); int maxhitwalls = 0; bool pushed = true; for(int direction = 1; pushed; direction = -direction) { pushed = false; if (*pSect == nullptr) return -1; BFSSectorSearch search(*pSect); while (auto sec = search.GetNext()) { // this must go both forward and backward so we cannot use iterators. Pity for (unsigned i = 0; i < sec->walls.Size(); i++) { auto wal = direction > 0 ? &sec->walls[i] : &sec->walls[sec->walls.Size() - 1 - i]; if (IsCloseToWall(pos.XY(), wal, walldist - 0.25) == EClose::InFront) { bool blocked = false; if (!wal->twoSided() || wal->cstat & wallflags) blocked = true; else { auto pvect = NearestPointOnWall(pos.X, pos.Y, wal); blocked = checkOpening(pvect, pos.Z, sec, wal->nextSector(), ceildist, floordist); } if (blocked) { auto dv = wal->delta().Rotated90CCW().Unit() * 0.5; for (int t = 0; t < 16; t++) { pos += dv; if (IsCloseToWall(pos, wal, (walldist - 0.25)) == EClose::Outside) break; } pushed = true; updatesector(pos, pSect); if (++maxhitwalls >= 32) return -1; if (*pSect == nullptr) return -1; } else search.Add(wal->nextSector()); } } } if (!pushed) return 0; } return -1; } //========================================================================== // // // //========================================================================== int FindBestSector(const DVector3& pos) { int bestnum = -1; double bestdist = FLT_MAX; for (int secnum = (int)sector.Size() - 1; secnum >= 0; secnum--) { auto sect = §or[secnum]; if (inside(pos.X, pos.Y, sect)) { double ceilz, floorz; calcSlope(sect, pos.X, pos.Y, &ceilz, &floorz); if (pos.Z < ceilz) { // above ceiling double dist = ceilz - pos.Z; if (dist < bestdist) { bestnum = secnum; bestdist = dist; } } else if (pos.Z > floorz) { // below floor double dist = pos.Z - floorz; if (dist < bestdist) { bestnum = secnum; bestdist = dist; } } else { // inside sector return secnum; } } } return bestnum; } //========================================================================== // // // //========================================================================== int isAwayFromWall(DCoreActor* ac, double delta) { sectortype* s1; updatesector(ac->spr.pos + DVector2(delta, delta), &s1); if (s1 == ac->sector()) { updatesector(ac->spr.pos - DVector2(delta, delta), &s1); if (s1 == ac->sector()) { updatesector(ac->spr.pos + DVector2(delta, -delta), &s1); if (s1 == ac->sector()) { updatesector(ac->spr.pos + DVector2(-delta, delta), &s1); if (s1 == ac->sector()) return true; } } } return false; } //========================================================================== // // // //========================================================================== tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor) { auto tspr = tsprites.newTSprite(); 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->scale = actor->spr.scale; tspr->xoffset = actor->spr.xoffset; tspr->yoffset = actor->spr.yoffset; tspr->sectp = actor->spr.sectp; tspr->statnum = actor->spr.statnum; tspr->Angles.Yaw = actor->spr.Angles.Yaw; tspr->xint = actor->spr.xint; tspr->yint = actor->spr.yint; tspr->inittype = actor->spr.inittype; // not used by tsprites. tspr->lotag = actor->spr.lotag; tspr->hitag = actor->spr.hitag; tspr->extra = actor->spr.extra; tspr->time = actor->time; tspr->cstat2 = actor->spr.cstat2; 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; }