//------------------------------------------------------------------------- /* 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" //--------------------------------------------------------------------------- // // Unified chasecam function for all games. // //--------------------------------------------------------------------------- int cameradist, cameraclock; bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, sectortype** psect, binangle ang, fixedhoriz horiz, double const smoothratio) { HitInfoBase hitinfo; binangle daang; short bakcstat; 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); bakcstat = pspr->cstat; pspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); updatesectorz(*px, *py, *pz, psect); hitscan({ *px, *py, *pz }, *psect, { nx, ny, nz }, hitinfo, CLIPMASK1); pspr->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()->x - hitinfo.hitWall->x, hitinfo.hitWall->point2Wall()->y - hitinfo.hitWall->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. spritetype* hspr = &hitinfo.hitActor->s(); if (!(hspr->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { bakcstat = hspr->cstat; hspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); calcChaseCamPos(px, py, pz, pspr, psect, ang, horiz, smoothratio); hspr->cstat = bakcstat; return false; } else { // same as wall calculation. daang = buildang(pspr->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->y)) - wal->deltay() * (float(xpos - wal->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) // //========================================================================== int32_t getceilzofslopeptr(usectorptr_t sec, int32_t dax, int32_t day) { float z; calcSlope(sec, dax, day, &z, nullptr); return int(z); } int32_t getflorzofslopeptr(usectorptr_t sec, int32_t dax, int32_t day) { float z; calcSlope(sec, dax, day, nullptr, &z); return int(z); } void getzsofslopeptr(usectorptr_t sec, int32_t dax, int32_t day, int32_t* ceilz, int32_t* 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->y) * delta.x - (x - wal->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 // //========================================================================== template void TGetFlatSpritePosition(const sprt* spr, vec2_t pos, vec2_t* out, bool render) { auto tex = tileGetTexture(spr->picnum); int width, height, leftofs, topofs; 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 + spr->xoffset) * spr->xrepeat; topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + spr->yoffset) * spr->yrepeat; } else { width = (int)tex->GetDisplayWidth() * spr->xrepeat; height = (int)tex->GetDisplayHeight() * spr->yrepeat; leftofs = ((int)tex->GetDisplayLeftOffset() + spr->xoffset) * spr->xrepeat; topofs = ((int)tex->GetDisplayTopOffset() + spr->yoffset) * 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); out[0].x = pos.x + DMulScale(sinang, sprcenterx, cosang, sprcentery, 16); out[0].y = pos.y + DMulScale(sinang, 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(cosang, height, 16), MulScale(sinang, height, 16) }; out[2] = out[1] - sub; out[3] = out[0] - sub; } void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out, bool render) { TGetFlatSpritePosition(spr, pos, out, render); } void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render) { TGetFlatSpritePosition(spr, pos, out, 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 (int i = 0; i < numwalls; ++i) { if (wall[i].cstat & CSTAT_WALL_ROTATE_90) { auto& w = wall[i]; 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; } //========================================================================== // // 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; }