//------------------------------------------------------------------------- /* 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 CheckProximity(DBloodActor* actor, const DVector3& pos, sectortype* pSector, int nDist) { assert(actor != nullptr); auto vec = pos - actor->spr.pos; if (abs(vec.Z) >= nDist) return false; if (vec.LengthSquared() >= nDist * nDist) return false; double bottom, top; GetActorExtents(actor, &top, &bottom); if (cansee(actor->spr.pos, actor->sector(), pos, pSector)) return 1; if (cansee(DVector3(actor->spr.pos.XY(), bottom), actor->sector(), pos, pSector)) return 1; if (cansee(DVector3(actor->spr.pos.XY(), top), actor->sector(), pos, pSector)) return 1; return 0; } //--------------------------------------------------------------------------- // // Note: This function features some very bad math. // It cannot be redone because some game functionality // depends on the math being broken. // //--------------------------------------------------------------------------- bool CheckProximityWall(walltype* pWall, const DVector2& pos, int nDist) { int x = int(pos.X * (1. / maptoworld)); int y = int(pos.Y * (1. / maptoworld)); int x1 = int(pWall->pos.X * (1./maptoworld)); int y1 = int(pWall->pos.Y * (1./maptoworld)); int x2 = int(pWall->point2Wall()->pos.X * (1./maptoworld)); int y2 = int(pWall->point2Wall()->pos.Y * (1./maptoworld)); 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 HitScan(DBloodActor* actor, double z, const DVector3& vect, unsigned int nMask, double nRange) { assert(actor != nullptr); assert(!vect.XY().isZero()); gHitInfo.clearObj(); auto bakCstat = actor->spr.cstat; actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN; hitscan(DVector3(actor->spr.pos.XY(), z), actor->sector(), vect, gHitInfo, nMask, nRange); actor->spr.cstat = bakCstat; if (gHitInfo.actor() != nullptr) return 3; if (gHitInfo.hitWall != nullptr) { auto pWall = gHitInfo.hitWall; if (!pWall->twoSided()) return 0; double 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, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac) { assert(actor != nullptr); int nNum = 256; gHitInfo.clearObj(); auto pos = actor->spr.pos.plusZ(nZOffset) + (actor->spr.angle + DAngle90).ToVector() * nOffset; auto bakCstat = actor->spr.cstat; actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN; hitscan(pos, actor->sector(), vel, gHitInfo, CLIPMASK1, nRange); actor->spr.cstat = bakCstat; while (nNum--) { if (nRange && (gHitInfo.hitpos.XY() - actor->spr.pos.XY()).Length() > nRange) return -1; auto other = gHitInfo.actor(); if (other != nullptr) { if ((other->spr.flags & 8) && !(ac & 1)) return SS_SPRITE; if ((other->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != 0) return SS_SPRITE; int nPicnum = other->spr.picnum; if (tileWidth(nPicnum) == 0 || tileHeight(nPicnum) == 0) return SS_SPRITE; double height = (tileHeight(nPicnum) * other->spr.scale.Y); double otherZ = other->spr.pos.Z; if (other->spr.cstat & CSTAT_SPRITE_YCENTER) otherZ += height / 2; int nTopOfs = tileTopOffset(nPicnum); if (nTopOfs) otherZ -= (nTopOfs * other->spr.scale.Y); assert(height > 0); double height2 = (otherZ - gHitInfo.hitpos.Z) * tileHeight(nPicnum) / height; if (!(other->spr.cstat & CSTAT_SPRITE_YFLIP)) height2 = tileHeight(nPicnum) - height2; if (height2 >= 0 && height2 < tileHeight(nPicnum)) { double width = (tileWidth(nPicnum) * other->spr.scale.X) * 0.75; // should actually be 0.8 to match the renderer! double check1 = ((pos.Y - other->spr.pos.Y) * vel.X - (pos.X - other->spr.pos.X) * vel.Y) / vel.XY().Length(); assert(width > 0); double width2 = check1 * tileWidth(nPicnum) / width; int nLeftOfs = tileLeftOffset(nPicnum); width2 += nLeftOfs + tileWidth(nPicnum) / 2; if (width2 >= 0 && width2 < tileWidth(nPicnum)) { auto pData = tilePtr(nPicnum); if (pData[int(width2) * tileHeight(nPicnum) + int(height2)] != TRANSPARENT_INDEX) return SS_SPRITE; } } bakCstat = other->spr.cstat; other->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN; gHitInfo.clearObj(); pos = gHitInfo.hitpos; // must make a copy! hitscan(pos, other->sector(), vel, gHitInfo, CLIPMASK1); other->spr.cstat = bakCstat; continue; } if (gHitInfo.hitWall != nullptr) { walltype* pWall = gHitInfo.hitWall; if (!pWall->twoSided()) return 0; sectortype* pSector = gHitInfo.hitSector; sectortype* pSectorNext = pWall->nextSector(); double nZCeil, nZFloor; getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos, &nZCeil, &nZFloor); if (gHitInfo.hitpos.Z <= nZCeil) return 0; if (gHitInfo.hitpos.Z >= nZFloor) { if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY)) return 0; return 2; } if (!(pWall->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY))) return 0; double nOfs; if (pWall->cstat & CSTAT_WALL_ALIGN_BOTTOM) nOfs = min(pSector->floorz, pSectorNext->floorz); else nOfs = max(pSector->ceilingz, pSectorNext->ceilingz); nOfs = (gHitInfo.hitpos.Z - nOfs); if (pWall->cstat & CSTAT_WALL_YFLIP) nOfs = -nOfs; int nPicnum = pWall->overpicnum; int nSizX = tileWidth(nPicnum); int nSizY = tileHeight(nPicnum); if (!nSizX || !nSizY) return 0; int nnOfs = int((nOfs * pWall->yrepeat) / 8); nnOfs += int((nSizY * pWall->ypan_) / 256); double nLength = (pWall->pos - pWall->point2Wall()->pos).Length(); double fHOffset; if (pWall->cstat & CSTAT_WALL_XFLIP) fHOffset = (gHitInfo.hitpos.XY() - pWall->point2Wall()->pos).Length(); else fHOffset = (gHitInfo.hitpos.XY() - pWall->pos).Length(); int nHOffset = int(pWall->xpan_ + ((fHOffset * pWall->xrepeat) * 8) / nLength) % nSizX; nnOfs %= nSizY; auto pData = tilePtr(nPicnum); int nPixel = nHOffset * nSizY + nnOfs; if (pData[nPixel] == TRANSPARENT_INDEX) { auto bakCstat1 = pWall->cstat; pWall->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN; auto bakCstat2 = pWall->nextWall()->cstat; pWall->nextWall()->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN; gHitInfo.clearObj(); pos = gHitInfo.hitpos; hitscan(pos, pWall->nextSector(), vel, gHitInfo, CLIPMASK1); pWall->cstat = bakCstat1; pWall->nextWall()->cstat = bakCstat2; continue; } return 4; } if (gHitInfo.hitSector != nullptr) { if (vel.Z > 0) { auto upper = barrier_cast(gHitInfo.hitSector->upperLink); if (!upper) return SS_FLOOR; auto link = upper->GetOwner(); gHitInfo.clearObj(); pos = gHitInfo.hitpos + link->spr.pos - upper->spr.pos; hitscan(pos, link->sector(), vel, gHitInfo, CLIPMASK1); continue; } else { auto lower = barrier_cast(gHitInfo.hitSector->lowerLink); if (!lower) return SS_CEILING; auto link = lower->GetOwner(); gHitInfo.clearObj(); pos = gHitInfo.hitpos + link->spr.pos - lower->spr.pos; hitscan(pos, link->sector(), vel, gHitInfo, CLIPMASK1); continue; } } return -1; } return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GetZRange(DBloodActor* actor, double* ceilZ, Collision* ceilColl, double* floorZ, Collision* floorColl, double nDist, unsigned int nMask, unsigned int nClipParallax) { assert(actor != nullptr); Collision scratch; auto bakCstat = actor->spr.cstat; double nTemp1; actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; getzrange(actor->spr.pos, actor->sector(), ceilZ, *ceilColl, floorZ, *floorColl, nDist, nMask); if (floorColl->type == kHitSector) { auto pSector = floorColl->hitSector; if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pSector->floorstat & CSTAT_SECTOR_SKY)) *floorZ = 0x800000; if (pSector->hasX()) { XSECTOR* pXSector = &pSector->xs(); *floorZ += pXSector->Depth << 2; } auto linkActor = barrier_cast(pSector->upperLink); if (linkActor) { auto linkOwner = linkActor->GetOwner(); auto lpos = actor->spr.pos + linkOwner->spr.pos - linkActor->spr.pos; getzrange(lpos, linkOwner->sector(), &nTemp1, scratch, floorZ, *floorColl, nDist, nMask); *floorZ -= linkOwner->spr.pos.Z - linkActor->spr.pos.Z; } } if (ceilColl->type == kHitSector) { auto pSector = ceilColl->hitSector; if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & CSTAT_SECTOR_SKY)) *ceilZ = -(int)0x800000; auto linkActor = barrier_cast(pSector->lowerLink); if (linkActor) { auto linkOwner = linkActor->GetOwner(); auto lpos = actor->spr.pos + linkOwner->spr.pos - linkActor->spr.pos; getzrange(lpos, linkOwner->sector(), ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask); *ceilZ -= linkOwner->spr.pos.Z - linkActor->spr.pos.Z; } } actor->spr.cstat = bakCstat; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilColl, double* floorZ, Collision* floorColl, double nDist, unsigned int nMask, unsigned int nClipParallax) { Collision scratch; double nTemp1; getzrange(pos, pSector, ceilZ, *ceilColl, floorZ, *floorColl, nDist, nMask); if (floorColl->type == kHitSector) { auto pHitSect = floorColl->hitSector; if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pHitSect->floorstat & CSTAT_SECTOR_SKY)) *floorZ = 0x800000; if (pHitSect->hasX()) { XSECTOR* pXSector = &pHitSect->xs(); *floorZ += pXSector->Depth << 2; } auto actor = barrier_cast(pHitSect->upperLink); if (actor) { auto link = actor->GetOwner(); auto newpos = pos + link->spr.pos - actor->spr.pos; getzrange(newpos, link->sector(), &nTemp1, scratch, floorZ, *floorColl, nDist, nMask); *floorZ -= link->spr.pos.Z - actor->spr.pos.Z; } } if (ceilColl->type == kHitSector) { auto pHitSect = ceilColl->hitSector; if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pHitSect->ceilingstat & CSTAT_SECTOR_SKY)) *ceilZ = -0x800000; auto actor = barrier_cast(pHitSect->lowerLink); if (actor) { auto link = actor->GetOwner(); auto newpos = pos + link->spr.pos - actor->spr.pos; getzrange(newpos, link->sector(), ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask); *ceilZ -= link->spr.pos.Z - actor->spr.pos.Z; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount) { auto opos = pos; sectortype* bakSect = *pSector; // Due to the low precision of original Build coordinates this code is susceptible to shifts from negative values being off by one, // so we have to replicate the imprecision here. Gross... DVector2 vel; vel.X = (FloatToFixed(vect.X) >> 12) / 16.; vel.Y = (FloatToFixed(vect.Y) >> 12) / 16.; clipmove(pos, &bakSect, vel, wd, cd, fd, nMask, hit, tracecount); if (bakSect == nullptr) { pos = opos; } else { *pSector = bakSect; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, 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(sector.Size()); // this gets returned to the caller. sectorMap.Zero(); sectorMap.Set(sectnum(pSector)); double nDist4sq = 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(), pos, nDist); } else // new method using proper math and no bad shortcut. { double dist1 = SquareDistToWall(pos.X, pos.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; } END_BLD_NS