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https://github.com/ZDoom/Raze.git
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666 lines
19 KiB
C++
666 lines
19 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamefuncs.h"
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#include "gamestruct.h"
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#include "intvec.h"
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#include "coreactor.h"
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#include "interpolate.h"
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IntRect viewport3d;
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//---------------------------------------------------------------------------
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//
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// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* act, sectortype** psect, DAngle ang, fixedhoriz horiz, double const smoothratio)
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{
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HitInfoBase hitinfo;
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DAngle daang;
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int newdist;
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if (!*psect) return false;
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// Calculate new pos to shoot backwards, using averaged values from the big three.
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vec3_t np = gi->chaseCamPos(ang, horiz);
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auto bakcstat = act->spr.cstat;
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act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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updatesectorz(*px, *py, *pz, psect);
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hitscan(vec3_t( *px, *py, *pz ), *psect, np, hitinfo, CLIPMASK1);
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act->spr.cstat = bakcstat;
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int hx = hitinfo.int_hitpos().X - *px;
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int hy = hitinfo.int_hitpos().Y - *py;
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if (*psect == nullptr)
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{
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return false;
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}
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// If something is in the way, make pp->camera_dist lower if necessary
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if (abs(np.X) + abs(np.Y) > abs(hx) + abs(hy))
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{
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if (hitinfo.hitWall != nullptr)
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{
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// Push you a little bit off the wall
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*psect = hitinfo.hitSector;
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daang = VecToAngle(hitinfo.hitWall->point2Wall()->pos.X - hitinfo.hitWall->pos.X,
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hitinfo.hitWall->point2Wall()->pos.Y - hitinfo.hitWall->pos.Y);
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newdist = int(np.X * daang.Sin() * (1 << BUILDSINBITS) + np.Y * -daang.Cos() * (1 << BUILDSINBITS));
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if (abs(np.X) > abs(np.Y))
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hx -= MulScale(np.X, newdist, 28);
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else
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hy -= MulScale(np.Y, newdist, 28);
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}
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else if (hitinfo.hitActor == nullptr)
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{
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// Push you off the ceiling/floor
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*psect = hitinfo.hitSector;
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if (abs(np.X) > abs(np.Y))
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hx -= (np.X >> 5);
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else
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hy -= (np.Y >> 5);
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}
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else
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{
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// If you hit a sprite that's not a wall sprite - try again.
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auto hit = hitinfo.hitActor;
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if (!(hit->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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bakcstat = hit->spr.cstat;
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hit->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(px, py, pz, act, psect, ang, horiz, smoothratio);
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hit->spr.cstat = bakcstat;
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return false;
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}
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else
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{
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// same as wall calculation.
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daang = act->spr.angle - DAngle90;
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newdist = int(np.X * daang.Sin() * (1 << BUILDSINBITS) + np.Y * -daang.Cos() * (1 << BUILDSINBITS));
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if (abs(np.X) > abs(np.Y))
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hx -= MulScale(np.X, newdist, 28);
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else
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hy -= MulScale(np.Y, newdist, 28);
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}
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}
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if (abs(np.X) > abs(np.Y))
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newdist = DivScale(hx, np.X, 16);
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else
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newdist = DivScale(hy, np.Y, 16);
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if (newdist < cameradist)
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cameradist = newdist;
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}
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// Actually move you! (Camerdist is 65536 if nothing is in the way)
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*px += MulScale(np.X, cameradist, 16);
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*py += MulScale(np.Y, cameradist, 16);
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*pz += MulScale(np.Z, cameradist, 16);
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// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
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int myclock = PlayClock + MulScale(120 / GameTicRate, int(smoothratio), 16);
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if (cameraclock == INT_MIN)
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{
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// Third person view was just started.
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cameraclock = myclock;
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}
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// Slowly increase cameradist until it reaches 65536.
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cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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cameraclock = myclock;
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// Make sure psectnum is correct.
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updatesectorz(*px, *py, *pz, psect);
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return true;
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}
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//==========================================================================
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//
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// consolidated slope calculation
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//
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//==========================================================================
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void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, float* pflorz)
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{
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int bits = 0;
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if (pceilz)
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{
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bits |= sec->ceilingstat;
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*pceilz = float(sec->int_ceilingz());
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}
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if (pflorz)
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{
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bits |= sec->floorstat;
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*pflorz = float(sec->int_floorz());
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}
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if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = sec->firstWall();
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int len = wal->Length();
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if (len != 0)
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{
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float fac = (wal->int_delta().X * (float(ypos - wal->wall_int_pos().Y)) - wal->int_delta().Y * (float(xpos - wal->wall_int_pos().X))) * (1.f / 256.f) / len;
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if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
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if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
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}
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}
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}
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//==========================================================================
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//
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// for the renderer
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//
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//==========================================================================
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void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
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{
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calcSlope(sec, dax * worldtoint, day * worldtoint, pceilz, pflorz);
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if (pceilz) *pceilz *= -(1 / 256.f);
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if (pflorz) *pflorz *= -(1 / 256.f);
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}
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//==========================================================================
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//
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// for the games (these are not inlined so that they can inline calcSlope)
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//
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//==========================================================================
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int getceilzofslopeptr(const sectortype* sec, int dax, int day)
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{
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float z;
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calcSlope(sec, dax, day, &z, nullptr);
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return int(z);
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}
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int getflorzofslopeptr(const sectortype* sec, int dax, int day)
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{
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float z;
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calcSlope(sec, dax, day, nullptr, &z);
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return int(z);
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}
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void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz)
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{
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float c, f;
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calcSlope(sec, dax, day, &c, &f);
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*ceilz = int(c);
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*florz = int(f);
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}
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void getzsofslopeptr(const sectortype* sec, double dax, double day, double* ceilz, double* florz)
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{
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float c, f;
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calcSlope(sec, dax * worldtoint, day * worldtoint, &c, &f);
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*ceilz = c * zinttoworld;
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*florz = f * zinttoworld;
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}
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void getcorrectzsofslope(int sectnum, int dax, int day, int* ceilz, int* florz)
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{
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DVector2 closestv;
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SquareDistToSector(dax * inttoworld, day * inttoworld, §or[sectnum], &closestv);
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float ffloorz, fceilz;
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calcSlope(§or[sectnum], closestv.X * worldtoint, closestv.Y * worldtoint, &fceilz, &ffloorz);
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if (ceilz) *ceilz = int(fceilz);
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if (florz) *florz = int(ffloorz);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int getslopeval(sectortype* sect, int x, int y, int z, int basez)
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{
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auto wal = sect->firstWall();
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auto delta = wal->int_delta();
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int i = (y - wal->wall_int_pos().Y) * delta.X - (x - wal->wall_int_pos().X) * delta.Y;
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return i == 0? 0 : Scale((z - basez) << 8, wal->Length(), i);
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}
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//==========================================================================
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//
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// Calculate the distance to the closest point in the given sector
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//
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//==========================================================================
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double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point)
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{
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if (inside(px, py, sect))
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{
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if (point)
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*point = { px, py };
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return 0;
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}
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double bestdist = DBL_MAX;
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DVector2 bestpt = { px, py };
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for (auto& wal : wallsofsector(sect))
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{
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DVector2 pt;
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auto dist = SquareDistToWall(px, py, &wal, &pt);
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if (dist < bestdist)
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{
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bestdist = dist;
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bestpt = pt;
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}
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}
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if (point) *point = bestpt;
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return bestdist;
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render)
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{
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auto tex = tileGetTexture(spr->picnum);
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double width, xoffset;
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if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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{
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width = TileFiles.tiledata[spr->picnum].hiofs.xsize;
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xoffset = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + spr->xoffset);
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}
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else
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{
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width = tex->GetDisplayWidth();
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xoffset = tex->GetDisplayLeftOffset() + spr->xoffset;
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}
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double x = spr->angle.Sin() * spr->xrepeat * (1. / 64.);
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double y = -spr->angle.Cos() * spr->xrepeat * (1. / 64.);
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if (spr->cstat & CSTAT_SPRITE_XFLIP) xoffset = -xoffset;
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double origin = (width * 0.5) + xoffset;
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out[0].X = pos.X - x * origin;
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out[0].Y = pos.Y - y * origin;
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out[1].X = out[0].X + x * width;
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out[1].Y = out[0].Y + y * width;
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void TGetFlatSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, double* outz, int heinum, bool render)
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{
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auto tex = tileGetTexture(spr->picnum);
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double width, height, leftofs, topofs;
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double sloperatio = sqrt(heinum * heinum + 4096 * 4096) * (1. / 4096.);
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double xrepeat = spr->xrepeat * (1. / 64.);
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double yrepeat = spr->yrepeat * (1. / 64.);
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int xo = heinum ? 0 : spr->xoffset;
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int yo = heinum ? 0 : spr->yoffset;
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if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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{
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width = TileFiles.tiledata[spr->picnum].hiofs.xsize * xrepeat;
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height = TileFiles.tiledata[spr->picnum].hiofs.ysize * yrepeat;
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leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + xo) * xrepeat;
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topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + yo) * yrepeat;
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}
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else
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{
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width = (int)tex->GetDisplayWidth() * xrepeat;
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height = (int)tex->GetDisplayHeight() * yrepeat;
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leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * xrepeat;
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topofs = ((int)tex->GetDisplayTopOffset() + yo) * yrepeat;
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}
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if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
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if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
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double sprcenterx = (width * 0.5) + leftofs;
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double sprcentery = (height * 0.5) + topofs;
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double cosang = spr->angle.Cos();
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double sinang = spr->angle.Sin();
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double cosangslope = cosang / sloperatio;
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double sinangslope = sinang / sloperatio;
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out[0].X = pos.X + sinang * sprcenterx + cosangslope * sprcentery;
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out[0].Y = pos.Y + sinangslope * sprcentery - cosang * sprcenterx;
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out[1].X = out[0].X - sinang * width;
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out[1].Y = out[0].Y + cosang * width;
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DVector2 sub = { cosangslope * height, sinangslope * height };
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out[2] = out[1] - sub;
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out[3] = out[0] - sub;
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if (outz)
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{
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if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0;
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else
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{
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for (int i = 0; i < 4; i++)
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{
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outz[i] = (sinang * (out[i].Y - pos.Y) + cosang * (out[i].X - pos.X)) * heinum * (1. / 4096);
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}
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}
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}
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}
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void GetFlatSpritePosition(DCoreActor* actor, const DVector2& pos, DVector2* out, bool render)
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{
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TGetFlatSpritePosition(&actor->spr, pos, out, nullptr, spriteGetSlope(actor), render);
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}
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void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render)
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{
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TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render);
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}
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//==========================================================================
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//
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// checks if the given point is sufficiently close to the given line segment.
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//
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//==========================================================================
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EClose IsCloseToLine(const DVector2& point, const DVector2& start, const DVector2& end, double maxdist)
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{
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auto const v1 = start - point;
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auto const v2 = end - point;
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// trivially outside the box.
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if (
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((v1.X < -maxdist) && (v2.X < -maxdist)) || // fully to the left
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((v1.Y < -maxdist) && (v2.Y < -maxdist)) || // fully below
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((v1.X >= maxdist) && (v2.X >= maxdist)) || // fully to the right
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((v1.Y >= maxdist) && (v2.Y >= maxdist))) // fully above
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return EClose::Outside;
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auto waldelta = end - start;
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if (waldelta.X * v1.Y <= waldelta.Y * v1.X)
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{
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// is it in front?
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waldelta.X *= waldelta.X > 0 ? v1.Y + maxdist : v1.Y - maxdist;
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waldelta.Y *= waldelta.Y > 0 ? v1.X - maxdist : v1.X + maxdist;
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return waldelta.X > waldelta.Y ? EClose::InFront : EClose::Outside;
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}
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else
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{
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// or behind?
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waldelta.X *= waldelta.X > 0 ? v1.Y - maxdist : v1.Y + maxdist;
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waldelta.Y *= waldelta.Y > 0 ? v1.X + maxdist : v1.X - maxdist;
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return (waldelta.X <= waldelta.Y) ? EClose::Behind : EClose::Outside;
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}
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}
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EClose IsCloseToWall(const DVector2& point, walltype* wal, double maxdist)
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{
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return IsCloseToLine(point, wal->pos, wal->point2Wall()->pos, maxdist);
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}
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//==========================================================================
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//
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// Check if some walls are set to use rotated textures.
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// Ideally this should just have been done with texture rotation,
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// but the effects on the render code would be too severe due to the alignment mess.
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//
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//==========================================================================
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void checkRotatedWalls()
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{
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for (auto& w : wall)
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{
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if (w.cstat & CSTAT_WALL_ROTATE_90)
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{
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int picnum = w.picnum;
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tileUpdatePicnum(&picnum);
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auto& tile = RotTile(picnum);
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if (tile.newtile == -1 && tile.owner == -1)
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{
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tile.newtile = TileFiles.tileCreateRotated(picnum);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = picnum;
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}
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}
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}
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}
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//==========================================================================
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//
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// check if two sectors share a wall connection
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//
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//==========================================================================
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bool sectorsConnected(int sect1, int sect2)
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{
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for (auto& wal : wallsofsector(sect1))
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{
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if (wal.nextsector == sect2) return true;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void dragpoint(walltype* startwall, int newx, int newy)
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{
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vertexscan(startwall, [&](walltype* wal)
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|
{
|
|
wal->movexy(newx, newy);
|
|
wal->sectorp()->exflags |= SECTOREX_DRAGGED;
|
|
});
|
|
}
|
|
|
|
void dragpoint(walltype* startwall, const DVector2& pos)
|
|
{
|
|
vertexscan(startwall, [&](walltype* wal)
|
|
{
|
|
wal->move(pos);
|
|
wal->sectorp()->exflags |= SECTOREX_DRAGGED;
|
|
});
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
DVector2 rotatepoint(const DVector2& pivot, const DVector2& point, DAngle angle)
|
|
{
|
|
auto cosang = angle.Cos();
|
|
auto sinang = angle.Sin();
|
|
auto p = point - pivot;
|
|
return {
|
|
p.X * cosang - p.Y * sinang + pivot.X,
|
|
p.Y * cosang + p.X * sinang + pivot.Y };
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int inside(double x, double y, const sectortype* sect)
|
|
{
|
|
if (sect)
|
|
{
|
|
int64_t acc = 1;
|
|
for (auto& wal : wallsofsector(sect))
|
|
{
|
|
// Perform the checks here in 48.16 fixed point.
|
|
// Doing it directly with floats and multiplications does not work reliably.
|
|
// Unfortunately, due to the conversions, this is a bit slower. :(
|
|
int64_t xs = int64_t(0x10000 * (wal.pos.X - x));
|
|
int64_t ys = int64_t(0x10000 * (wal.pos.Y - y));
|
|
auto wal2 = wal.point2Wall();
|
|
int64_t xe = int64_t(0x10000 * (wal2->pos.X - x));
|
|
int64_t ye = int64_t(0x10000 * (wal2->pos.Y - y));
|
|
|
|
if ((ys ^ ye) < 0)
|
|
{
|
|
int64_t val;
|
|
|
|
if ((xs ^ xe) >= 0) val = xs;
|
|
else val = ((xs * ye) - xe * ys) ^ ye;
|
|
acc ^= val;
|
|
}
|
|
}
|
|
return acc < 0;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// find the closest neighboring sector plane in the given direction.
|
|
// Does not consider slopes, just like the original!
|
|
//
|
|
//==========================================================================
|
|
|
|
sectortype* nextsectorneighborzptr(sectortype* sectp, int startz_, int flags)
|
|
{
|
|
double startz = startz_ * zinttoworld;
|
|
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 : wallsofsector(sectp))
|
|
{
|
|
if (wal.twoSided())
|
|
{
|
|
auto nextsec = wal.nextSector();
|
|
auto nextz = factor * nextsec->*planez;
|
|
|
|
if (startz < nextz && nextz < bestz)
|
|
{
|
|
bestz = nextz;
|
|
bestsec = nextsec;
|
|
}
|
|
}
|
|
}
|
|
return bestsec;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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->xrepeat = actor->spr.xrepeat;
|
|
tspr->yrepeat = actor->spr.yrepeat;
|
|
tspr->xoffset = actor->spr.xoffset;
|
|
tspr->yoffset = actor->spr.yoffset;
|
|
tspr->sectp = actor->spr.sectp;
|
|
tspr->statnum = actor->spr.statnum;
|
|
tspr->angle = actor->spr.angle;
|
|
tspr->xvel = actor->spr.xvel;
|
|
tspr->yvel = actor->spr.yvel;
|
|
tspr->zvel = actor->spr.zvel;
|
|
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;
|
|
}
|