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https://github.com/ZDoom/Raze.git
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914 lines
30 KiB
C++
914 lines
30 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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 "ns.h" // Must come before everything else!
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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POINT2D baseWall[kMaxWalls];
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int baseFloor[kMaxSectors];
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int baseCeil[kMaxSectors];
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int velFloor[kMaxSectors];
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int velCeil[kMaxSectors];
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short gUpperLink[kMaxSectors];
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short gLowerLink[kMaxSectors];
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HITINFO gHitInfo;
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bool AreSectorsNeighbors(int sect1, int sect2)
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{
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assert(sect1 >= 0 && sect1 < kMaxSectors);
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assert(sect2 >= 0 && sect2 < kMaxSectors);
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if (sector[sect1].wallnum < sector[sect2].wallnum)
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{
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for (int i = 0; i < sector[sect1].wallnum; i++)
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{
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if (wall[sector[sect1].wallptr+i].nextsector == sect2)
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{
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return 1;
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}
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}
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}
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else
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{
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for (int i = 0; i < sector[sect2].wallnum; i++)
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{
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if (wall[sector[sect2].wallptr+i].nextsector == sect1)
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{
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return 1;
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}
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}
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}
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return 0;
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}
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bool FindSector(int nX, int nY, int nZ, int *nSector)
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{
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int32_t nZFloor, nZCeil;
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assert(*nSector >= 0 && *nSector < kMaxSectors);
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if (inside(nX, nY, *nSector))
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{
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getzsofslope(*nSector, nX, nY, &nZCeil, &nZFloor);
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if (nZ >= nZCeil && nZ <= nZFloor)
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{
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return 1;
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}
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}
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walltype *pWall = &wall[sector[*nSector].wallptr];
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for (int i = sector[*nSector].wallnum; i > 0; i--, pWall++)
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{
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int nOSector = pWall->nextsector;
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if (nOSector >= 0 && inside(nX, nY, nOSector))
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{
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getzsofslope(nOSector, nX, nY, &nZCeil, &nZFloor);
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if (nZ >= nZCeil && nZ <= nZFloor)
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{
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*nSector = nOSector;
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return 1;
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}
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}
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}
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for (int i = 0; i < numsectors; i++)
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{
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if (inside(nX, nY, i))
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{
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getzsofslope(i, nX, nY, &nZCeil, &nZFloor);
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if (nZ >= nZCeil && nZ <= nZFloor)
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{
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*nSector = i;
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return 1;
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}
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}
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}
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return 0;
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}
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bool FindSector(int nX, int nY, int *nSector)
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{
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assert(*nSector >= 0 && *nSector < kMaxSectors);
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if (inside(nX, nY, *nSector))
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{
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return 1;
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}
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walltype *pWall = &wall[sector[*nSector].wallptr];
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for (int i = sector[*nSector].wallnum; i > 0; i--, pWall++)
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{
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int nOSector = pWall->nextsector;
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if (nOSector >= 0 && inside(nX, nY, nOSector))
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{
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*nSector = nOSector;
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return 1;
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}
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}
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for (int i = 0; i < numsectors; i++)
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{
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if (inside(nX, nY, i))
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{
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*nSector = i;
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return 1;
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}
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}
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return 0;
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}
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bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, int nSector, int nDist)
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{
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assert(actor != NULL);
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auto pSprite = &actor->s();
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int oX = abs(nX-pSprite->x)>>4;
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if (oX >= nDist) return 0;
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int oY = abs(nY-pSprite->y)>>4;
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if (oY >= nDist) return 0;
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int oZ = abs(nZ-pSprite->z)>>8;
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if (oZ >= nDist) return 0;
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if (approxDist(oX, oY) >= nDist) return 0;
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int bottom, top;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nX, nY, nZ, nSector))
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return 1;
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if (cansee(pSprite->x, pSprite->y, bottom, pSprite->sectnum, nX, nY, nZ, nSector))
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return 1;
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if (cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, nX, nY, nZ, nSector))
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return 1;
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return 0;
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}
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist)
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{
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int oX = abs(nX2-nX1)>>4;
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if (oX >= nDist)
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return 0;
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int oY = abs(nY2-nY1)>>4;
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if (oY >= nDist)
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return 0;
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if (nZ2 != nZ1)
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{
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int oZ = abs(nZ2-nZ1)>>8;
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if (oZ >= nDist)
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return 0;
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}
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if (approxDist(oX, oY) >= nDist) return 0;
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return 1;
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}
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bool CheckProximityWall(int nWall, int x, int y, int nDist)
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{
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int x1 = wall[nWall].x;
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int y1 = wall[nWall].y;
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int x2 = wall[wall[nWall].point2].x;
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int y2 = wall[wall[nWall].point2].y;
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nDist <<= 4;
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if (x1 < x2)
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{
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if (x <= x1 - nDist || x >= x2 + nDist)
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{
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return 0;
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}
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}
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else
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{
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if (x <= x2 - nDist || x >= x1 + nDist)
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{
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return 0;
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}
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if (x1 == x2)
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{
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int px1 = x - x1;
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int py1 = y - y1;
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int px2 = x - x2;
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int py2 = y - y2;
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int dist1 = px1 * px1 + py1 * py1;
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int dist2 = px2 * px2 + py2 * py2;
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if (y1 < y2)
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{
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if (y <= y1 - nDist || y >= y2 + nDist)
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{
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return 0;
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}
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if (y < y1)
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{
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return dist1 < nDist * nDist;
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}
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if (y > y2)
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{
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return dist2 < nDist * nDist;
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}
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}
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else
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{
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if (y <= y2 - nDist || y >= y1 + nDist)
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{
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return 0;
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}
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if (y < y2)
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{
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return dist2 < nDist * nDist;
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}
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if (y > y1)
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{
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return dist1 < nDist * nDist;
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}
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}
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return 1;
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}
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}
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if (y1 < y2)
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{
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if (y <= y1 - nDist || y >= y2 + nDist)
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{
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return 0;
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}
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}
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else
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{
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if (y <= y2 - nDist || y >= y1 + nDist)
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{
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return 0;
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}
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if (y1 == y2)
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{
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int px1 = x - x1;
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int py1 = y - y1;
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int px2 = x - x2;
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int py2 = y - y2;
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int check1 = px1 * px1 + py1 * py1;
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int check2 = px2 * px2 + py2 * py2;
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if (x1 < x2)
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{
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if (x <= x1 - nDist || x >= x2 + nDist)
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{
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return 0;
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}
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if (x < x1)
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{
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return check1 < nDist * nDist;
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}
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if (x > x2)
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{
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return check2 < nDist * nDist;
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}
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}
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else
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{
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if (x <= x2 - nDist || x >= x1 + nDist)
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{
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return 0;
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}
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if (x < x2)
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{
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return check2 < nDist * nDist;
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}
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if (x > x1)
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{
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return check1 < nDist * nDist;
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}
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}
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}
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}
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int dx = x2 - x1;
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int dy = y2 - y1;
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int px = x - x2;
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int py = y - y2;
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int side = px * dx + dy * py;
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if (side >= 0)
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{
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return px * px + py * py < nDist * nDist;
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}
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px = x - x1;
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py = y - y1;
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side = px * dx + dy * py;
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if (side <= 0)
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{
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return px * px + py * py < nDist * nDist;
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}
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int check1 = px * dy - dx * py;
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int check2 = dy * dy + dx * dx;
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return check1 * check1 < check2 * nDist * nDist;
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}
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int GetWallAngle(int nWall)
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{
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int nWall2 = wall[nWall].point2;
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return getangle(wall[nWall2].x - wall[nWall].x, wall[nWall2].y - wall[nWall].y);
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}
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int GetWallAngle(walltype* pWall)
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{
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int nWall2 = pWall->point2;
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return getangle(wall[nWall2].x - pWall->x, wall[nWall2].y - pWall->y);
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}
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void GetWallNormal(int nWall, int *pX, int *pY)
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{
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assert(nWall >= 0 && nWall < kMaxWalls);
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int nWall2 = wall[nWall].point2;
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int dX = -(wall[nWall2].y - wall[nWall].y);
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dX >>= 4;
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int dY = wall[nWall2].x - wall[nWall].x;
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dY >>= 4;
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int nLength = ksqrt(dX*dX+dY*dY);
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if (nLength <= 0)
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nLength = 1;
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*pX = DivScale(dX, nLength, 16);
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*pY = DivScale(dY, nLength, 16);
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}
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bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int *ix, int *iy, int *iz)
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{
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int dX = x1 - x2;
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int dY = y1 - y2;
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int dZ = z1 - z2;
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int side = wdx * dY - wdy * dX;
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int dX2 = x1 - wx;
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int dY2 = y1 - wy;
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int check1 = dX2 * dY - dY2 * dX;
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int check2 = wdx * dY2 - wdy * dX2;
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if (side >= 0)
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{
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if (!side)
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return 0;
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if (check1 < 0)
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return 0;
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if (check2 < 0 || check2 >= side)
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return 0;
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}
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else
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{
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if (check1 > 0)
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return 0;
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if (check2 > 0 || check2 <= side)
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return 0;
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}
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int nScale = DivScale(check2, side, 16);
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*ix = x1 + MulScale(dX, nScale, 16);
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*iy = y1 + MulScale(dY, nScale, 16);
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*iz = z1 + MulScale(dZ, nScale, 16);
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return 1;
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}
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int HitScan(DBloodActor *actor, int z, int dx, int dy, int dz, unsigned int nMask, int nRange)
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{
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assert(actor != NULL);
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auto pSprite = &actor->s();
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assert(dx != 0 || dy != 0);
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gHitInfo.clearObj();
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int x = pSprite->x;
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int y = pSprite->y;
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int nSector = pSprite->sectnum;
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int bakCstat = pSprite->cstat;
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pSprite->cstat &= ~256;
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if (nRange)
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{
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hitscangoal.x = x + MulScale(nRange << 4, Cos(pSprite->ang), 30);
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hitscangoal.y = y + MulScale(nRange << 4, Sin(pSprite->ang), 30);
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}
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else
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{
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hitscangoal.x = hitscangoal.y = 0x1ffffff;
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}
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vec3_t pos = { x, y, z };
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hitdata_t hitData;
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hitData.pos.z = gHitInfo.hitz;
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hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, nMask);
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gHitInfo.set(&hitData);
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hitscangoal.x = hitscangoal.y = 0x1ffffff;
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pSprite->cstat = bakCstat;
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if (gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors)
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return -1;
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if (gHitInfo.hitactor != nullptr)
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return 3;
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if (gHitInfo.hitwall >= 0)
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{
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if (wall[gHitInfo.hitwall].nextsector == -1)
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return 0;
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int nZCeil, nZFloor;
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getzsofslope(wall[gHitInfo.hitwall].nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor);
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if (gHitInfo.hitz <= nZCeil || gHitInfo.hitz >= nZFloor)
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return 0;
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return 4;
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}
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if (gHitInfo.hitsect >= 0)
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return 1 + (z < gHitInfo.hitz);
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return -1;
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}
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int VectorScan(spritetype *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac)
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{
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int nNum = 256;
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assert(pSprite != NULL);
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gHitInfo.clearObj();
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int x1 = pSprite->x+MulScale(nOffset, Cos(pSprite->ang+512), 30);
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int y1 = pSprite->y+MulScale(nOffset, Sin(pSprite->ang+512), 30);
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int z1 = pSprite->z+nZOffset;
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int bakCstat = pSprite->cstat;
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pSprite->cstat &= ~256;
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int nSector = pSprite->sectnum;
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if (nRange)
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{
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hitscangoal.x = x1+MulScale(nRange<<4, Cos(pSprite->ang), 30);
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hitscangoal.y = y1+MulScale(nRange<<4, Sin(pSprite->ang), 30);
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}
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else
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{
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hitscangoal.x = hitscangoal.y = 0x1fffffff;
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}
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vec3_t pos = { x1, y1, z1 };
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hitdata_t hitData;
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hitData.pos.z = gHitInfo.hitz;
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hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, CLIPMASK1);
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gHitInfo.set(&hitData);
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hitscangoal.x = hitscangoal.y = 0x1ffffff;
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pSprite->cstat = bakCstat;
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while (nNum--)
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{
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if (gHitInfo.hitwall >= kMaxWalls || gHitInfo.hitsect >= kMaxSectors)
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return -1;
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if (nRange && approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) > nRange)
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return -1;
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if (gHitInfo.hitactor != nullptr)
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{
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spritetype *pOther = &gHitInfo.hitactor->s();
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if ((pOther->flags & 8) && !(ac & 1))
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return 3;
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|
if ((pOther->cstat & 0x30) != 0)
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return 3;
|
|
int nPicnum = pOther->picnum;
|
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if (tileWidth(nPicnum) == 0 || tileHeight(nPicnum) == 0)
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return 3;
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int height = (tileHeight(nPicnum)*pOther->yrepeat)<<2;
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int otherZ = pOther->z;
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if (pOther->cstat & 0x80)
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otherZ += height / 2;
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int nOffset = tileTopOffset(nPicnum);
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if (nOffset)
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otherZ -= (nOffset*pOther->yrepeat)<<2;
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assert(height > 0);
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int height2 = scale(otherZ-gHitInfo.hitz, tileHeight(nPicnum), height);
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if (!(pOther->cstat & 8))
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height2 = tileHeight(nPicnum)-height2;
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if (height2 >= 0 && height2 < tileHeight(nPicnum))
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{
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int width = (tileWidth(nPicnum)*pOther->xrepeat)>>2;
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width = (width*3)/4;
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int check1 = ((y1 - pOther->y)*dx - (x1 - pOther->x)*dy) / ksqrt(dx*dx+dy*dy);
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assert(width > 0);
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int width2 = scale(check1, tileWidth(nPicnum), width);
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int nOffset = tileLeftOffset(nPicnum);
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width2 += nOffset + tileWidth(nPicnum) / 2;
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if (width2 >= 0 && width2 < tileWidth(nPicnum))
|
|
{
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auto pData = tilePtr(nPicnum);
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if (pData[width2*tileHeight(nPicnum)+height2] != TRANSPARENT_INDEX)
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return 3;
|
|
}
|
|
}
|
|
int bakCstat = pOther->cstat;
|
|
pOther->cstat &= ~256;
|
|
gHitInfo.clearObj();
|
|
x1 = gHitInfo.hitx;
|
|
y1 = gHitInfo.hity;
|
|
z1 = gHitInfo.hitz;
|
|
pos = { x1, y1, z1 };
|
|
hitData.pos.z = gHitInfo.hitz;
|
|
hitscan(&pos, pOther->sectnum, dx, dy, dz << 4, &hitData, CLIPMASK1);
|
|
gHitInfo.set(&hitData);
|
|
pOther->cstat = bakCstat;
|
|
continue;
|
|
}
|
|
if (gHitInfo.hitwall >= 0)
|
|
{
|
|
walltype *pWall = &wall[gHitInfo.hitwall];
|
|
if (pWall->nextsector == -1)
|
|
return 0;
|
|
sectortype *pSector = §or[gHitInfo.hitsect];
|
|
sectortype *pSectorNext = §or[pWall->nextsector];
|
|
int nZCeil, nZFloor;
|
|
getzsofslope(pWall->nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor);
|
|
if (gHitInfo.hitz <= nZCeil)
|
|
return 0;
|
|
if (gHitInfo.hitz >= nZFloor)
|
|
{
|
|
if (!(pSector->floorstat&1) || !(pSectorNext->floorstat&1))
|
|
return 0;
|
|
return 2;
|
|
}
|
|
if (!(pWall->cstat & 0x30))
|
|
return 0;
|
|
int nOffset;
|
|
if (pWall->cstat & 4)
|
|
nOffset = ClipHigh(pSector->floorz, pSectorNext->floorz);
|
|
else
|
|
nOffset = ClipLow(pSector->ceilingz, pSectorNext->ceilingz);
|
|
nOffset = (gHitInfo.hitz - nOffset) >> 8;
|
|
if (pWall->cstat & 256)
|
|
nOffset = -nOffset;
|
|
|
|
int nPicnum = pWall->overpicnum;
|
|
int nSizX = tileWidth(nPicnum);
|
|
int nSizY = tileHeight(nPicnum);
|
|
if (!nSizX || !nSizY)
|
|
return 0;
|
|
|
|
nOffset = (nOffset*pWall->yrepeat) / 8;
|
|
nOffset += int((nSizY*pWall->ypan_) / 256);
|
|
int nLength = approxDist(pWall->x - wall[pWall->point2].x, pWall->y - wall[pWall->point2].y);
|
|
int nHOffset;
|
|
if (pWall->cstat & 8)
|
|
nHOffset = approxDist(gHitInfo.hitx - wall[pWall->point2].x, gHitInfo.hity - wall[pWall->point2].y);
|
|
else
|
|
nHOffset = approxDist(gHitInfo.hitx - pWall->x, gHitInfo.hity - pWall->y);
|
|
|
|
nHOffset = pWall->xpan() + ((nHOffset*pWall->xrepeat) << 3) / nLength;
|
|
nHOffset %= nSizX;
|
|
nOffset %= nSizY;
|
|
auto pData = tilePtr(nPicnum);
|
|
int nPixel;
|
|
nPixel = nHOffset*nSizY + nOffset;
|
|
|
|
if (pData[nPixel] == TRANSPARENT_INDEX)
|
|
{
|
|
int bakCstat = pWall->cstat;
|
|
pWall->cstat &= ~64;
|
|
int bakCstat2 = wall[pWall->nextwall].cstat;
|
|
wall[pWall->nextwall].cstat &= ~64;
|
|
gHitInfo.clearObj();
|
|
x1 = gHitInfo.hitx;
|
|
y1 = gHitInfo.hity;
|
|
z1 = gHitInfo.hitz;
|
|
pos = { x1, y1, z1 };
|
|
hitData.pos.z = gHitInfo.hitz;
|
|
hitscan(&pos, pWall->nextsector,
|
|
dx, dy, dz << 4, &hitData, CLIPMASK1);
|
|
gHitInfo.set(&hitData);
|
|
pWall->cstat = bakCstat;
|
|
wall[pWall->nextwall].cstat = bakCstat2;
|
|
continue;
|
|
}
|
|
return 4;
|
|
}
|
|
if (gHitInfo.hitsect >= 0)
|
|
{
|
|
if (dz > 0)
|
|
{
|
|
if (gUpperLink[gHitInfo.hitsect] < 0)
|
|
return 2;
|
|
int nSprite = gUpperLink[gHitInfo.hitsect];
|
|
int nLink = sprite[nSprite].owner & 0xfff;
|
|
gHitInfo.clearObj();
|
|
x1 = gHitInfo.hitx + sprite[nLink].x - sprite[nSprite].x;
|
|
y1 = gHitInfo.hity + sprite[nLink].y - sprite[nSprite].y;
|
|
z1 = gHitInfo.hitz + sprite[nLink].z - sprite[nSprite].z;
|
|
pos = { x1, y1, z1 };
|
|
hitData.pos.z = gHitInfo.hitz;
|
|
hitscan(&pos, sprite[nLink].sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1);
|
|
gHitInfo.set(&hitData);
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (gLowerLink[gHitInfo.hitsect] < 0)
|
|
return 1;
|
|
int nSprite = gLowerLink[gHitInfo.hitsect];
|
|
int nLink = sprite[nSprite].owner & 0xfff;
|
|
gHitInfo.clearObj();
|
|
x1 = gHitInfo.hitx + sprite[nLink].x - sprite[nSprite].x;
|
|
y1 = gHitInfo.hity + sprite[nLink].y - sprite[nSprite].y;
|
|
z1 = gHitInfo.hitz + sprite[nLink].z - sprite[nSprite].z;
|
|
pos = { x1, y1, z1 };
|
|
hitData.pos.z = gHitInfo.hitz;
|
|
hitscan(&pos, sprite[nLink].sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1);
|
|
gHitInfo.set(&hitData);
|
|
continue;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void GetZRange(spritetype *pSprite, int *ceilZ, Collision *ceilColl, int *floorZ, Collision *floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
|
|
{
|
|
int floorHit, ceilHit;
|
|
assert(pSprite != NULL);
|
|
int bakCstat = pSprite->cstat;
|
|
int32_t nTemp1, nTemp2;
|
|
pSprite->cstat &= ~257;
|
|
getzrange(&pSprite->pos, pSprite->sectnum, (int32_t*)ceilZ, &ceilHit, (int32_t*)floorZ, &floorHit, nDist, nMask);
|
|
ceilColl->setFromEngine(ceilHit);
|
|
floorColl->setFromEngine(floorHit);
|
|
if (floorColl->type == kHitSector)
|
|
{
|
|
int nSector = floorColl->index;
|
|
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (sector[nSector].floorstat & 1))
|
|
*floorZ = 0x7fffffff;
|
|
if (sector[nSector].extra > 0)
|
|
{
|
|
XSECTOR *pXSector = &xsector[sector[nSector].extra];
|
|
*floorZ += pXSector->Depth << 10;
|
|
}
|
|
if (gUpperLink[nSector] >= 0)
|
|
{
|
|
int nSprite = gUpperLink[nSector];
|
|
int nLink = sprite[nSprite].owner & 0xfff;
|
|
vec3_t lpos = { pSprite->x + sprite[nLink].x - sprite[nSprite].x, pSprite->y + sprite[nLink].y - sprite[nSprite].y,
|
|
pSprite->z + sprite[nLink].z - sprite[nSprite].z };
|
|
getzrange(&lpos, sprite[nLink].sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, &floorHit, nDist, nMask);
|
|
*floorZ -= sprite[nLink].z - sprite[nSprite].z;
|
|
floorColl->setFromEngine(floorHit);
|
|
}
|
|
}
|
|
if (ceilColl->type == kHitSector)
|
|
{
|
|
int nSector = ceilColl->index;
|
|
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1))
|
|
*ceilZ = 0x80000000;
|
|
if (gLowerLink[nSector] >= 0)
|
|
{
|
|
int nSprite = gLowerLink[nSector];
|
|
int nLink = sprite[nSprite].owner & 0xfff;
|
|
vec3_t lpos = { pSprite->x + sprite[nLink].x - sprite[nSprite].x, pSprite->y + sprite[nLink].y - sprite[nSprite].y,
|
|
pSprite->z + sprite[nLink].z - sprite[nSprite].z };
|
|
getzrange(&lpos, sprite[nLink].sectnum, (int32_t*)ceilZ, &ceilHit, &nTemp1, &nTemp2, nDist, nMask);
|
|
*ceilZ -= sprite[nLink].z - sprite[nSprite].z;
|
|
ceilColl->setFromEngine(ceilHit);
|
|
}
|
|
}
|
|
pSprite->cstat = bakCstat;
|
|
}
|
|
|
|
void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
|
|
{
|
|
int ceilHit, floorHit;
|
|
int32_t nTemp1, nTemp2;
|
|
vec3_t lpos = { x, y, z };
|
|
getzrange(&lpos, nSector, (int32_t*)ceilZ, &ceilHit, (int32_t*)floorZ, &floorHit, nDist, nMask);
|
|
ceilColl->setFromEngine(ceilHit);
|
|
floorColl->setFromEngine(floorHit);
|
|
if (floorColl->type == kHitSector)
|
|
{
|
|
int nSector = floorColl->index;
|
|
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (sector[nSector].floorstat & 1))
|
|
*floorZ = 0x7fffffff;
|
|
if (sector[nSector].extra > 0)
|
|
{
|
|
XSECTOR *pXSector = &xsector[sector[nSector].extra];
|
|
*floorZ += pXSector->Depth << 10;
|
|
}
|
|
if (gUpperLink[nSector] >= 0)
|
|
{
|
|
int nSprite = gUpperLink[nSector];
|
|
int nLink = sprite[nSprite].owner & 0xfff;
|
|
lpos = { x + sprite[nLink].x - sprite[nSprite].x, y + sprite[nLink].y - sprite[nSprite].y,
|
|
z + sprite[nLink].z - sprite[nSprite].z };
|
|
getzrange(&lpos, sprite[nLink].sectnum, &nTemp1, &nTemp2, (int32_t*)floorZ, &floorHit, nDist, nMask);
|
|
*floorZ -= sprite[nLink].z - sprite[nSprite].z;
|
|
}
|
|
}
|
|
if (ceilColl->type == kHitSector)
|
|
{
|
|
int nSector = ceilColl->index;
|
|
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (sector[nSector].ceilingstat & 1))
|
|
*ceilZ = 0x80000000;
|
|
if (gLowerLink[nSector] >= 0)
|
|
{
|
|
int nSprite = gLowerLink[nSector];
|
|
int nLink = sprite[nSprite].owner & 0xfff;
|
|
lpos = { x + sprite[nLink].x - sprite[nSprite].x, y + sprite[nLink].y - sprite[nSprite].y,
|
|
z + sprite[nLink].z - sprite[nSprite].z };
|
|
getzrange(&lpos, sprite[nLink].sectnum, (int32_t*)ceilZ, &ceilHit, &nTemp1, &nTemp2, nDist, nMask);
|
|
*ceilZ -= sprite[nLink].z - sprite[nSprite].z;
|
|
}
|
|
}
|
|
}
|
|
|
|
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3)
|
|
{
|
|
int check = (y1-y3)*(x3-x2);
|
|
int check2 = (x1-x2)*(y3-y2);
|
|
if (check2 > check)
|
|
return -1;
|
|
int v8 = DMulScale(x1-x2,x3-x2,y1-y3,y3-y2,4);
|
|
int vv = DMulScale(x3-x2,x3-x2,y3-y2,y3-y2,4);
|
|
int t1, t2;
|
|
if (v8 <= 0)
|
|
{
|
|
t1 = x2;
|
|
t2 = y2;
|
|
}
|
|
else if (vv > v8)
|
|
{
|
|
t1 = x2+scale(x3-x2,v8,vv);
|
|
t2 = y2+scale(y3-y2,v8,vv);
|
|
}
|
|
else
|
|
{
|
|
t1 = x3;
|
|
t2 = y3;
|
|
}
|
|
return approxDist(t1-x1, t2-y1);
|
|
}
|
|
|
|
unsigned int ClipMove(vec3_t *pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount)
|
|
{
|
|
auto opos = *pos;
|
|
int bakSect = *nSector;
|
|
unsigned int nRes = clipmove(pos, &bakSect, xv<<14, yv<<14, wd, cd, fd, nMask, tracecount);
|
|
if (bakSect == -1)
|
|
{
|
|
*pos = opos;
|
|
}
|
|
else
|
|
{
|
|
*nSector = bakSect;
|
|
}
|
|
return nRes;
|
|
}
|
|
|
|
int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit)
|
|
{
|
|
char sectbits[(kMaxSectors+7)>>3];
|
|
assert(pSectors != NULL);
|
|
memset(sectbits, 0, sizeof(sectbits));
|
|
pSectors[0] = nSector;
|
|
SetBitString(sectbits, nSector);
|
|
int n = 1;
|
|
int i = 0;
|
|
if (pSectBit)
|
|
{
|
|
memset(pSectBit, 0, (kMaxSectors+7)>>3);
|
|
SetBitString(pSectBit, nSector);
|
|
}
|
|
while (i < n)
|
|
{
|
|
int nCurSector = pSectors[i];
|
|
int nStartWall = sector[nCurSector].wallptr;
|
|
int nEndWall = nStartWall + sector[nCurSector].wallnum;
|
|
walltype *pWall = &wall[nStartWall];
|
|
for (int j = nStartWall; j < nEndWall; j++, pWall++)
|
|
{
|
|
int nNextSector = pWall->nextsector;
|
|
if (nNextSector < 0)
|
|
continue;
|
|
if (TestBitString(sectbits, nNextSector))
|
|
continue;
|
|
SetBitString(sectbits, nNextSector);
|
|
int dx = abs(wall[pWall->point2].x - x)>>4;
|
|
int dy = abs(wall[pWall->point2].y - y)>>4;
|
|
if (dx < nDist && dy < nDist)
|
|
{
|
|
if (approxDist(dx, dy) < nDist)
|
|
{
|
|
if (pSectBit)
|
|
SetBitString(pSectBit, nNextSector);
|
|
pSectors[n++] = nNextSector;
|
|
}
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
pSectors[n] = -1;
|
|
return n;
|
|
}
|
|
|
|
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls, bool newSectCheckMethod)
|
|
{
|
|
// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
|
|
// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
|
|
// E1M2: throwing TNT at the double doors while standing on the train platform
|
|
// by setting newSectCheckMethod to true these issues will be resolved
|
|
static short pSectors[kMaxSectors];
|
|
uint8_t sectbits[(kMaxSectors+7)>>3];
|
|
memset(sectbits, 0, sizeof(sectbits));
|
|
pSectors[0] = nSector;
|
|
SetBitString(sectbits, nSector);
|
|
int n = 1, m = 0;
|
|
int i = 0;
|
|
if (pSectBit)
|
|
{
|
|
memset(pSectBit, 0, (kMaxSectors+7)>>3);
|
|
SetBitString(pSectBit, nSector);
|
|
}
|
|
while (i < n) // scan through sectors
|
|
{
|
|
const int nCurSector = pSectors[i];
|
|
const int nStartWall = sector[nCurSector].wallptr;
|
|
const int nEndWall = nStartWall + sector[nCurSector].wallnum;
|
|
for (int j = nStartWall; j < nEndWall; j++) // scan each wall of current sector for new sectors
|
|
{
|
|
const walltype *pWall = &wall[j];
|
|
const int nNextSector = pWall->nextsector;
|
|
if (nNextSector < 0) // if next wall isn't linked to a sector, skip
|
|
continue;
|
|
if (TestBitString(sectbits, nNextSector)) // if we've already checked this sector, skip
|
|
continue;
|
|
bool setSectBit = true;
|
|
bool withinRange = false;
|
|
if (!newSectCheckMethod) // original method
|
|
{
|
|
withinRange = CheckProximityWall(pWall->point2, x, y, nDist);
|
|
}
|
|
else // new method - first test edges and then wall span midpoints
|
|
{
|
|
for (int k = (j+1); k < nEndWall; k++) // scan through the rest of the sector's walls
|
|
{
|
|
if (wall[k].nextsector == nNextSector) // if the next walls still reference the sector, then don't flag the sector as checked (yet)
|
|
{
|
|
setSectBit = false;
|
|
break;
|
|
}
|
|
}
|
|
const int nWallA = j;
|
|
const int nWallB = wall[nWallA].point2;
|
|
int x1 = wall[nWallA].x, y1 = wall[nWallA].y;
|
|
int x2 = wall[nWallB].x, y2 = wall[nWallB].y;
|
|
int point1Dist = approxDist(x-x1, y-y1); // setup edge distance needed for below loop (determines which point to shift closer to center)
|
|
int point2Dist = approxDist(x-x2, y-y2);
|
|
int nLength = approxDist(x1-x2, y1-y2);
|
|
const int nDist4 = nDist<<4;
|
|
nLength = ClipRange(nLength / (nDist4+(nDist4>>1)), 1, 4); // always test midpoint at least once, and never split more than 4 times
|
|
for (int k = 0; true; k++) // check both points of wall and subdivide span into smaller chunks towards target
|
|
{
|
|
withinRange = (point1Dist < nDist4) || (point2Dist < nDist4); // check if both points of span is within radius
|
|
if (withinRange)
|
|
break;
|
|
if (k == nLength) // reached end
|
|
break;
|
|
const int xcenter = (x1+x2)>>1, ycenter = (y1+y2)>>1;
|
|
if (point1Dist < point2Dist) // shift closest side of wall towards target point, and refresh point distance values
|
|
{
|
|
x2 = xcenter, y2 = ycenter;
|
|
point2Dist = approxDist(x-x2, y-y2);
|
|
}
|
|
else
|
|
{
|
|
x1 = xcenter, y1 = ycenter;
|
|
point1Dist = approxDist(x-x1, y-y1);
|
|
}
|
|
}
|
|
}
|
|
if (withinRange) // if new sector is within range, set to current sector and test walls
|
|
{
|
|
setSectBit = true; // sector is within range, set the sector as checked
|
|
if (pSectBit)
|
|
SetBitString(pSectBit, nNextSector);
|
|
pSectors[n++] = nNextSector;
|
|
if (pWalls && pWall->extra > 0)
|
|
{
|
|
XWALL *pXWall = &xwall[pWall->extra];
|
|
if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state)
|
|
pWalls[m++] = j;
|
|
}
|
|
}
|
|
if (setSectBit)
|
|
SetBitString(sectbits, nNextSector);
|
|
}
|
|
i++;
|
|
}
|
|
pSectors[n] = -1;
|
|
if (pWalls) pWalls[m] = -1;
|
|
return n;
|
|
}
|
|
|
|
int picWidth(short nPic, short repeat) {
|
|
return ClipLow((tileWidth(nPic) * repeat) << 2, 0);
|
|
}
|
|
|
|
int picHeight(short nPic, short repeat) {
|
|
return ClipLow((tileHeight(nPic) * repeat) << 2, 0);
|
|
}
|
|
|
|
|
|
|
|
END_BLD_NS
|