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f2d89b7609
This completes the abstraction of velocity in Blood.
734 lines
20 KiB
C++
734 lines
20 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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HitInfo gHitInfo;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool CheckProximity(DBloodActor* actor, const DVector3& pos, sectortype* pSector, int nDist)
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{
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assert(actor != nullptr);
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auto vec = pos - actor->spr.pos;
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if (abs(vec.Z) >= nDist) return false;
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if (vec.LengthSquared() >= nDist * nDist) return false;
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double bottom, top;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(actor->spr.pos, actor->sector(), pos, pSector))
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return 1;
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if (cansee(DVector3(actor->spr.pos.XY(), bottom), actor->sector(), pos, pSector))
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return 1;
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if (cansee(DVector3(actor->spr.pos.XY(), top), actor->sector(), pos, pSector))
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return 1;
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return 0;
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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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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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//---------------------------------------------------------------------------
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//
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// Note: This function features some very bad math.
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// It cannot be redone because some game functionality
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// depends on the math being broken.
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//
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//---------------------------------------------------------------------------
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bool CheckProximityWall(walltype* pWall, int x, int y, int nDist)
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{
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int x1 = pWall->wall_int_pos().X;
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int y1 = pWall->wall_int_pos().Y;
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int x2 = pWall->point2Wall()->wall_int_pos().X;
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int y2 = pWall->point2Wall()->wall_int_pos().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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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetWallAngle(walltype* pWall)
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{
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return getangle(pWall->delta());
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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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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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//---------------------------------------------------------------------------
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//
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//
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//
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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 != nullptr);
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assert(dx != 0 || dy != 0);
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gHitInfo.clearObj();
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int x = actor->int_pos().X;
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int y = actor->int_pos().Y;
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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if (nRange)
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{
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hitscangoal.X = x + MulScale(nRange << 4, Cos(actor->int_ang()), 30);
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hitscangoal.Y = y + MulScale(nRange << 4, Sin(actor->int_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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hitscan(vec3_t( x, y, z ), actor->sector(), { dx, dy, dz << 4 }, gHitInfo, nMask);
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hitscangoal.X = hitscangoal.Y = 0x1fffffff;
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actor->spr.cstat = bakCstat;
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if (gHitInfo.actor() != nullptr)
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return 3;
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if (gHitInfo.hitWall != nullptr)
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{
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auto pWall = gHitInfo.hitWall;
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if (!pWall->twoSided())
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return 0;
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int nZCeil, nZFloor;
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getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor);
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if (gHitInfo.int_hitpos().Z <= nZCeil || gHitInfo.int_hitpos().Z >= nZFloor)
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return 0;
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return 4;
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}
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if (gHitInfo.hitSector != nullptr)
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return 1 + (z < gHitInfo.int_hitpos().Z);
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return -1;
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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 VectorScan(DBloodActor* actor, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac)
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{
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assert(actor != nullptr);
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int nNum = 256;
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gHitInfo.clearObj();
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int x1 = actor->int_pos().X + MulScale(nOffset, Cos(actor->int_ang() + 512), 30);
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int y1 = actor->int_pos().Y + MulScale(nOffset, Sin(actor->int_ang() + 512), 30);
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int z1 = actor->int_pos().Z + nZOffset;
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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if (nRange)
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{
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hitscangoal.X = x1 + MulScale(nRange << 4, Cos(actor->int_ang()), 30);
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hitscangoal.Y = y1 + MulScale(nRange << 4, Sin(actor->int_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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hitscan(pos, actor->sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
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hitscangoal.X = hitscangoal.Y = 0x1ffffff;
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actor->spr.cstat = bakCstat;
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while (nNum--)
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{
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if (nRange && approxDist(gHitInfo.hitpos.XY() - actor->spr.pos.XY()) > nRange)
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return -1;
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auto other = gHitInfo.actor();
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if (other != nullptr)
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{
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if ((other->spr.flags & 8) && !(ac & 1))
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return 3;
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if ((other->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != 0)
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return 3;
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int nPicnum = other->spr.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) * other->spr.yrepeat) << 2;
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int otherZ = other->int_pos().Z;
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if (other->spr.cstat & CSTAT_SPRITE_YCENTER)
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otherZ += height / 2;
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int nTopOfs = tileTopOffset(nPicnum);
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if (nTopOfs)
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otherZ -= (nTopOfs * other->spr.yrepeat) << 2;
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assert(height > 0);
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int height2 = Scale(otherZ - gHitInfo.int_hitpos().Z, tileHeight(nPicnum), height);
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if (!(other->spr.cstat & CSTAT_SPRITE_YFLIP))
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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) * other->spr.xrepeat) >> 2;
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width = (width * 3) / 4;
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int check1 = ((y1 - other->int_pos().Y) * dx - (x1 - other->int_pos().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 nLeftOfs = tileLeftOffset(nPicnum);
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width2 += nLeftOfs + tileWidth(nPicnum) / 2;
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if (width2 >= 0 && width2 < tileWidth(nPicnum))
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{
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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;
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}
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}
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bakCstat = other->spr.cstat;
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other->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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gHitInfo.clearObj();
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pos = gHitInfo.int_hitpos(); // must make a copy!
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hitscan(pos, other->sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
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other->spr.cstat = bakCstat;
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continue;
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}
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if (gHitInfo.hitWall != nullptr)
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{
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walltype* pWall = gHitInfo.hitWall;
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if (!pWall->twoSided())
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return 0;
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sectortype* pSector = gHitInfo.hitSector;
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sectortype* pSectorNext = pWall->nextSector();
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int nZCeil, nZFloor;
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getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor);
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if (gHitInfo.int_hitpos().Z <= nZCeil)
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return 0;
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if (gHitInfo.int_hitpos().Z >= nZFloor)
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{
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if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY))
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return 0;
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return 2;
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}
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if (!(pWall->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)))
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return 0;
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int nOfs;
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if (pWall->cstat & CSTAT_WALL_ALIGN_BOTTOM)
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nOfs = ClipHigh(pSector->int_floorz(), pSectorNext->int_floorz());
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else
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nOfs = ClipLow(pSector->int_ceilingz(), pSectorNext->int_ceilingz());
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nOfs = (gHitInfo.int_hitpos().Z - nOfs) >> 8;
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if (pWall->cstat & CSTAT_WALL_YFLIP)
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nOfs = -nOfs;
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int nPicnum = pWall->overpicnum;
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int nSizX = tileWidth(nPicnum);
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int nSizY = tileHeight(nPicnum);
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if (!nSizX || !nSizY)
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return 0;
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nOfs = (nOfs * pWall->yrepeat) / 8;
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nOfs += int((nSizY * pWall->ypan_) / 256);
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int nLength = approxDist(pWall->pos - pWall->point2Wall()->pos);
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int nHOffset;
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if (pWall->cstat & CSTAT_WALL_XFLIP)
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nHOffset = approxDist(gHitInfo.hitpos.XY() - pWall->point2Wall()->pos);
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else
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nHOffset = approxDist(gHitInfo.hitpos.XY() - pWall->pos);
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nHOffset = pWall->xpan() + ((nHOffset * pWall->xrepeat) << 3) / nLength;
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nHOffset %= nSizX;
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nOfs %= nSizY;
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auto pData = tilePtr(nPicnum);
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int nPixel;
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nPixel = nHOffset * nSizY + nOfs;
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if (pData[nPixel] == TRANSPARENT_INDEX)
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{
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auto bakCstat1 = pWall->cstat;
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pWall->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN;
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auto bakCstat2 = pWall->nextWall()->cstat;
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pWall->nextWall()->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN;
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gHitInfo.clearObj();
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pos = gHitInfo.int_hitpos();
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hitscan(pos, pWall->nextSector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
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pWall->cstat = bakCstat1;
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pWall->nextWall()->cstat = bakCstat2;
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continue;
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}
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return 4;
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}
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if (gHitInfo.hitSector != nullptr)
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{
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if (dz > 0)
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{
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auto upper = barrier_cast<DBloodActor*>(gHitInfo.hitSector->upperLink);
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if (!upper) return 2;
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auto link = upper->GetOwner();
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gHitInfo.clearObj();
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x1 = gHitInfo.int_hitpos().X + link->int_pos().X - upper->int_pos().X;
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y1 = gHitInfo.int_hitpos().Y + link->int_pos().Y - upper->int_pos().Y;
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z1 = gHitInfo.int_hitpos().Z + link->int_pos().Z - upper->int_pos().Z;
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pos = { x1, y1, z1 };
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hitscan(pos, link->sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
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continue;
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}
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else
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{
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auto lower = barrier_cast<DBloodActor*>(gHitInfo.hitSector->lowerLink);
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if (!lower) return 1;
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|
auto link = lower->GetOwner();
|
|
gHitInfo.clearObj();
|
|
x1 = gHitInfo.int_hitpos().X + link->int_pos().X - lower->int_pos().X;
|
|
y1 = gHitInfo.int_hitpos().Y + link->int_pos().Y - lower->int_pos().Y;
|
|
z1 = gHitInfo.int_hitpos().Z + link->int_pos().Z - lower->int_pos().Z;
|
|
pos = { x1, y1, z1 };
|
|
hitscan(pos, link->sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
|
|
continue;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GetZRange(DBloodActor* actor, int* ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
|
|
{
|
|
assert(actor != nullptr);
|
|
Collision scratch;
|
|
|
|
auto bakCstat = actor->spr.cstat;
|
|
int32_t nTemp1;
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
|
getzrange(actor->int_pos(), actor->sector(), (int32_t*)ceilZ, *ceilColl, (int32_t*)floorZ, *floorColl, nDist, nMask);
|
|
if (floorColl->type == kHitSector)
|
|
{
|
|
auto pSector = floorColl->hitSector;
|
|
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pSector->floorstat & CSTAT_SECTOR_SKY))
|
|
*floorZ = 0x7fffffff;
|
|
if (pSector->hasX())
|
|
{
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
*floorZ += pXSector->Depth << 10;
|
|
}
|
|
auto linkActor = barrier_cast<DBloodActor*>(pSector->upperLink);
|
|
if (linkActor)
|
|
{
|
|
auto linkOwner = linkActor->GetOwner();
|
|
vec3_t lpos = actor->int_pos() + linkOwner->int_pos() - linkActor->int_pos();
|
|
getzrange(lpos, linkOwner->sector(), &nTemp1, scratch, (int32_t*)floorZ, *floorColl, nDist, nMask);
|
|
*floorZ -= linkOwner->int_pos().Z - linkActor->int_pos().Z;
|
|
}
|
|
}
|
|
if (ceilColl->type == kHitSector)
|
|
{
|
|
auto pSector = ceilColl->hitSector;
|
|
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & CSTAT_SECTOR_SKY))
|
|
*ceilZ = 0x80000000;
|
|
auto linkActor = barrier_cast<DBloodActor*>(pSector->lowerLink);
|
|
if (linkActor)
|
|
{
|
|
auto linkOwner = linkActor->GetOwner();
|
|
vec3_t lpos = actor->int_pos() + linkOwner->int_pos() - linkActor->int_pos();
|
|
getzrange(lpos, linkOwner->sector(), (int32_t*)ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask);
|
|
*ceilZ -= linkOwner->int_pos().Z - linkActor->int_pos().Z;
|
|
}
|
|
}
|
|
actor->spr.cstat = bakCstat;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int* ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
|
|
{
|
|
Collision scratch;
|
|
int32_t nTemp1;
|
|
vec3_t lpos = { x, y, z };
|
|
getzrange(lpos, pSector, (int32_t*)ceilZ, *ceilColl, (int32_t*)floorZ, *floorColl, nDist, nMask);
|
|
if (floorColl->type == kHitSector)
|
|
{
|
|
auto pHitSect = floorColl->hitSector;
|
|
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pHitSect->floorstat & CSTAT_SECTOR_SKY))
|
|
*floorZ = 0x7fffffff;
|
|
if (pHitSect->hasX())
|
|
{
|
|
XSECTOR* pXSector = &pHitSect->xs();
|
|
*floorZ += pXSector->Depth << 10;
|
|
}
|
|
auto actor = barrier_cast<DBloodActor*>(pHitSect->upperLink);
|
|
if (actor)
|
|
{
|
|
auto link = actor->GetOwner();
|
|
vec3_t newpos = lpos + link->int_pos() - actor->int_pos();
|
|
getzrange(newpos, link->sector(), &nTemp1, scratch, (int32_t*)floorZ, *floorColl, nDist, nMask);
|
|
*floorZ -= link->int_pos().Z - actor->int_pos().Z;
|
|
}
|
|
}
|
|
if (ceilColl->type == kHitSector)
|
|
{
|
|
auto pHitSect = ceilColl->hitSector;
|
|
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pHitSect->ceilingstat & CSTAT_SECTOR_SKY))
|
|
*ceilZ = 0x80000000;
|
|
auto actor = barrier_cast<DBloodActor*>(pHitSect->lowerLink);
|
|
if (actor)
|
|
{
|
|
auto link = actor->GetOwner();
|
|
vec3_t newpos = lpos + link->int_pos() - actor->int_pos();
|
|
getzrange(newpos, link->sector(), (int32_t*)ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask);
|
|
*ceilZ -= link->int_pos().Z - actor->int_pos().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);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount)
|
|
{
|
|
auto opos = pos;
|
|
sectortype* bakSect = *pSector;
|
|
clipmove(pos, &bakSect, xv << 14, yv << 14, wd, cd, fd, nMask, hit, tracecount);
|
|
if (bakSect == nullptr)
|
|
{
|
|
pos = opos;
|
|
}
|
|
else
|
|
{
|
|
*pSector = bakSect;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod)
|
|
{
|
|
int x = pos.X * worldtoint;
|
|
int y = pos.Y * worldtoint;
|
|
// 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(), x, y, 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;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int picWidth(int nPic, int repeat) {
|
|
return ClipLow((tileWidth(nPic) * repeat) << 2, 0);
|
|
}
|
|
|
|
int picHeight(int nPic, int repeat) {
|
|
return ClipLow((tileHeight(nPic) * repeat) << 2, 0);
|
|
}
|
|
|
|
|
|
|
|
END_BLD_NS
|