mirror of
https://github.com/ZDoom/Raze.git
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43f4962561
This better reflects how this stuff gets used.
1720 lines
50 KiB
C++
1720 lines
50 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamefuncs.h"
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#include "gamestruct.h"
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#include "intvec.h"
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#include "coreactor.h"
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#include "interpolate.h"
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#include "texturemanager.h"
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#include "hw_voxels.h"
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#include "texinfo.h"
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#include "buildtiles.h"
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#include "c_cvars.h"
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IntRect viewport3d;
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constexpr double MAXCLIPDISTF = 64;
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CVAR(Int, strict_compatibility, 0, 0)
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//---------------------------------------------------------------------------
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//
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// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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double cameradist, cameraclock;
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bool calcChaseCamPos(DVector3& ppos, DCoreActor* act, sectortype** psect, const DRotator& angles, double const interpfrac, double const backamp)
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{
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if (!*psect) return false;
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// Calculate new pos to shoot backwards
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DVector3 npos = -DVector3(angles) * backamp;
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HitInfoBase hitinfo;
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auto bakcstat = act->spr.cstat;
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act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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updatesectorz(ppos, psect);
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hitscan(ppos, *psect, npos, hitinfo, CLIPMASK1);
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act->spr.cstat = bakcstat;
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auto hpos = hitinfo.hitpos - ppos;
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if (!*psect) return false;
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// If something is in the way, make cameradist lower if necessary
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if (npos.XY().Sum() > hpos.XY().Sum())
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{
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const auto c = fabs(npos.X) > fabs(npos.Y) ? &DVector3::X : &DVector3::Y;
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if (hitinfo.hitWall != nullptr)
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{
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// Push you a little bit off the wall
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*psect = hitinfo.hitSector;
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hpos.*c += npos.*c * npos.XY().dot(hitinfo.hitWall->normalAngle().ToVector()) * (1. / 1024.);
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}
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else if (hitinfo.hitActor == nullptr)
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{
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// Push you off the ceiling/floor
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*psect = hitinfo.hitSector;
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hpos.*c -= npos.*c * (1. / 32.);
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}
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else if (!(hitinfo.hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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// If you hit a sprite that's not a wall sprite - try again.
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bakcstat = hitinfo.hitActor->spr.cstat;
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hitinfo.hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(ppos, act, psect, angles, interpfrac, backamp);
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hitinfo.hitActor->spr.cstat = bakcstat;
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return false;
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}
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else
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{
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// same as wall calculation.
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hpos.*c += npos.*c * npos.XY().dot(act->spr.Angles.Yaw.ToVector()) * (1. / 1024.);
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}
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const double newdist = hpos.*c / npos.*c;
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if (newdist < cameradist) cameradist = newdist;
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}
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// Actually move you! (camerdist is 1 if nothing is in the way)
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ppos += npos * cameradist;
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// Calculate clock using GameTicRate so it increases the same rate on all speed computers.
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double myclock = PlayClock + 120 / GameTicRate * interpfrac;
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if (cameraclock == INT_MIN)
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{
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// Third person view was just started.
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cameraclock = myclock;
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}
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// Slowly increase cameradist until it reaches 1.
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cameradist = min(cameradist + ((myclock - cameraclock) * (1. / 64.)), 1.);
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cameraclock = myclock;
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// Make sure psectnum is correct.
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updatesectorz(ppos, psect);
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return true;
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}
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//==========================================================================
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//
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// consolidated slope calculation
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//
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//==========================================================================
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void calcSlope(const sectortype* sec, double xpos, double ypos, double* pceilz, double* pflorz)
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{
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int bits = 0;
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if (pceilz)
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{
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bits |= sec->ceilingstat;
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*pceilz = sec->ceilingz;
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}
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if (pflorz)
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{
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bits |= sec->floorstat;
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*pflorz = sec->floorz;
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}
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if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = sec->walls.Data();
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double len = wal->Length();
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if (len != 0)
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{
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DVector2 wd = DVector2(xpos, ypos) - wal->pos;
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double fac = wal->delta().dot(wd.Rotated90CW()) / len * (1. / SLOPEVAL_FACTOR);
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if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
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if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int getslopeval(sectortype* sect, const DVector3& pos, double basez)
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{
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auto wal = sect->walls.Data();
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double i = (pos.XY() - wal->pos).dot(wal->delta().Rotated90CCW());
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return i == 0? 0 : int(SLOPEVAL_FACTOR * (pos.Z - basez) * wal->Length() / i);
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}
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//==========================================================================
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//
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// Calculate the distance to the closest point in the given sector
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//
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//==========================================================================
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double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point)
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{
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if (inside(px, py, sect))
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{
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if (point)
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*point = { px, py };
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return 0;
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}
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double bestdist = DBL_MAX;
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DVector2 bestpt = { px, py };
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for (auto& wal : sect->walls)
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{
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DVector2 pt;
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auto dist = SquareDistToWall(px, py, &wal, &pt);
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if (dist < bestdist)
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{
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bestdist = dist;
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bestpt = pt;
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}
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}
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if (point) *point = bestpt;
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return bestdist;
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render)
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{
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auto tex = TexMan.GetGameTexture(spr->spritetexture());
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double width, xoffset;
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const TileOffs* tofs;
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if (render && hw_hightile && (tofs = GetHiresOffset(spr->spritetexture())))
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{
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width = tofs->xsize;
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xoffset = (tofs->xoffs + spr->xoffset);
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}
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else
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{
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width = tex->GetDisplayWidth();
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xoffset = tex->GetDisplayLeftOffset() + spr->xoffset;
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}
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auto p = spr->Angles.Yaw.ToVector().Rotated90CW() * spr->scale.X;
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if (spr->cstat & CSTAT_SPRITE_XFLIP) xoffset = -xoffset;
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double origin = (width * 0.5) + xoffset;
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out[0] = pos - p * origin;
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out[1] = out[0] + p * width;
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}
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//==========================================================================
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//
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// Calculate the position of a floor sprite in the world
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//
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//==========================================================================
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void TGetFlatSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, double* outz, int heinum, bool render)
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{
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auto tex = TexMan.GetGameTexture(spr->spritetexture());
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double width, height, leftofs, topofs;
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double sloperatio = sqrt(heinum * heinum + SLOPEVAL_FACTOR * SLOPEVAL_FACTOR) * (1. / SLOPEVAL_FACTOR);
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double xrepeat = spr->scale.X;
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double yrepeat = spr->scale.Y;
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int xo = heinum ? 0 : spr->xoffset;
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int yo = heinum ? 0 : spr->yoffset;
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const TileOffs* tofs;
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if (render && hw_hightile && (tofs = GetHiresOffset(spr->spritetexture())))
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{
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width = tofs->xsize * xrepeat;
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height = tofs->ysize * yrepeat;
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leftofs = (tofs->xoffs + xo) * xrepeat;
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topofs = (tofs->yoffs + yo) * yrepeat;
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}
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else
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{
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width = (int)tex->GetDisplayWidth() * xrepeat;
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height = (int)tex->GetDisplayHeight() * yrepeat;
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leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * xrepeat;
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topofs = ((int)tex->GetDisplayTopOffset() + yo) * yrepeat;
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}
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if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
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if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
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double sprcenterx = (width * 0.5) + leftofs;
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double sprcentery = (height * 0.5) + topofs;
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double cosang = spr->Angles.Yaw.Cos();
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double sinang = spr->Angles.Yaw.Sin();
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double cosangslope = cosang / sloperatio;
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double sinangslope = sinang / sloperatio;
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out[0].X = pos.X + sinang * sprcenterx + cosangslope * sprcentery;
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out[0].Y = pos.Y + sinangslope * sprcentery - cosang * sprcenterx;
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out[1].X = out[0].X - sinang * width;
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out[1].Y = out[0].Y + cosang * width;
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DVector2 sub = { cosangslope * height, sinangslope * height };
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out[2] = out[1] - sub;
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out[3] = out[0] - sub;
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if (outz)
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{
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if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0;
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else
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{
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for (int i = 0; i < 4; i++)
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{
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outz[i] = (sinang * (out[i].Y - pos.Y) + cosang * (out[i].X - pos.X)) * heinum * (1. / SLOPEVAL_FACTOR);
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}
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}
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}
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}
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void GetFlatSpritePosition(DCoreActor* actor, const DVector2& pos, DVector2* out, double* outz, bool render)
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{
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TGetFlatSpritePosition(&actor->spr, pos, out, outz, spriteGetSlope(actor), render);
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}
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void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render)
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{
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TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render);
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}
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//==========================================================================
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//
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// checks if the given point is sufficiently close to the given line segment.
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//
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//==========================================================================
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EClose IsCloseToLine(const DVector2& point, const DVector2& start, const DVector2& end, double maxdist)
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{
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auto const v1 = start - point;
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auto const v2 = end - point;
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// trivially outside the box.
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if (
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((v1.X < -maxdist) && (v2.X < -maxdist)) || // fully to the left
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((v1.Y < -maxdist) && (v2.Y < -maxdist)) || // fully below
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((v1.X >= maxdist) && (v2.X >= maxdist)) || // fully to the right
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((v1.Y >= maxdist) && (v2.Y >= maxdist))) // fully above
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return EClose::Outside;
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auto waldelta = end - start;
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if (waldelta.X * v1.Y <= waldelta.Y * v1.X)
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{
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// is it in front?
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waldelta.X *= waldelta.X > 0 ? v1.Y + maxdist : v1.Y - maxdist;
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waldelta.Y *= waldelta.Y > 0 ? v1.X - maxdist : v1.X + maxdist;
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return waldelta.X > waldelta.Y ? EClose::InFront : EClose::Outside;
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}
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else
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{
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// or behind?
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waldelta.X *= waldelta.X > 0 ? v1.Y - maxdist : v1.Y + maxdist;
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waldelta.Y *= waldelta.Y > 0 ? v1.X + maxdist : v1.X - maxdist;
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return (waldelta.X <= waldelta.Y) ? EClose::Behind : EClose::Outside;
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}
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}
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EClose IsCloseToWall(const DVector2& point, walltype* wal, double maxdist)
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{
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return IsCloseToLine(point, wal->pos, wal->point2Wall()->pos, maxdist);
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}
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//==========================================================================
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//
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// check if two sectors share a wall connection
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//
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//==========================================================================
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bool sectorsConnected(int sect1, int sect2)
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{
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for (auto& wal : sector[sect1].walls)
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{
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if (wal.nextsector == sect2) return true;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int64_t checkforinside(double x, double y, const DVector2& pt1, const DVector2& pt2)
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{
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// Perform the checks here in 48.16 fixed point.
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// Doing it directly with floats and multiplications does not work reliably due to underflows.
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// Unfortunately, due to the conversions, this is a bit slower. :(
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int64_t xs = int64_t(0x10000 * (pt1.X - x));
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int64_t ys = int64_t(0x10000 * (pt1.Y - y));
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int64_t xe = int64_t(0x10000 * (pt2.X - x));
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int64_t ye = int64_t(0x10000 * (pt2.Y - y));
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if ((ys ^ ye) < 0)
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{
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int64_t val;
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if ((xs ^ xe) >= 0) val = xs;
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else val = ((xs * ye) - xe * ys) ^ ye;
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return val;
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}
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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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int inside(double x, double y, const sectortype* sect)
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{
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if (sect)
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{
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int64_t acc = 1;
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for (auto& wal : sect->walls)
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{
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acc ^= checkforinside(x, y, wal.pos, wal.point2Wall()->pos);
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}
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return acc < 0;
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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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//
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//
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//==========================================================================
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int insidePoly(double x, double y, const DVector2* points, int count)
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{
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int64_t acc = 1;
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for (int i = 0; i < count; i++)
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{
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int j = (i + 1) % count;
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acc ^= checkforinside(x, y, points[i], points[j]);
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}
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return acc < 0;
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}
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//==========================================================================
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//
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// find the closest neighboring sector plane in the given direction.
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// Does not consider slopes, just like the original!
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//
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//==========================================================================
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sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags)
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{
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double factor = (flags & Find_Up)? -1 : 1;
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double bestz = INT_MAX;
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sectortype* bestsec = (flags & Find_Safe)? sectp : nullptr;
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const auto planez = (flags & Find_Ceiling)? §ortype::ceilingz : §ortype::floorz;
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startz *= factor;
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for(auto& wal : sectp->walls)
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{
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if (wal.twoSided())
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{
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auto nextsec = wal.nextSector();
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auto nextz = factor * nextsec->*planez;
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if (startz < nextz && nextz < bestz)
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{
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bestz = nextz;
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bestsec = nextsec;
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}
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}
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}
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return bestsec;
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}
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||
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//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
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||
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bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, sectortype* sect2)
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{
|
||
if (!sect1 || !sect2) return false;
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|
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auto delta = end - start;
|
||
|
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if (delta.XY().isZero())
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return (sect1 == sect2);
|
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|
||
BFSSectorSearch search(sect1);
|
||
|
||
while (auto sec = search.GetNext())
|
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{
|
||
for (auto& wal : sec->walls)
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{
|
||
double factor = InterceptLineSegments(start.X, start.Y, delta.X, delta.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y, nullptr, true);
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if (factor < 0 || factor >= 1) continue;
|
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|
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if (!wal.twoSided() || wal.cstat & CSTAT_WALL_1WAY)
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return false;
|
||
|
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auto spot = start + delta * factor;
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||
double floorz, ceilz;
|
||
|
||
for (auto isec : { sec, wal.nextSector() })
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||
{
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||
calcSlope(isec, spot, &ceilz, &floorz);
|
||
|
||
if (spot.Z <= ceilz || spot.Z >= floorz)
|
||
return false;
|
||
}
|
||
search.Add(wal.nextSector());
|
||
}
|
||
}
|
||
return search.Check(sect2);
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// taken out of SW.
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
int testpointinquad(const DVector2& pt, const DVector2* quad)
|
||
{
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
double dist = PointOnLineSide(pt.X, pt.Y, quad[i].X, quad[i].Y, quad[(i + 1) & 3].X - quad[i].X, quad[(i + 1) & 3].Y - quad[i].Y);
|
||
if (dist > 0) return false;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double intersectSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor, double tolerance = 0)
|
||
{
|
||
auto end = start + direction;
|
||
if (direction.XY().isZero()) return false;
|
||
|
||
// get point on trace that is closest to the sprite
|
||
double factor = NearestPointOnLineFast(actor->spr.pos.X, actor->spr.pos.Y, start.X, start.Y, end.X, end.Y);
|
||
if (factor < 0 || factor > maxfactor) return -1;
|
||
|
||
|
||
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
||
auto sprwidth = tex->GetDisplayWidth() * actor->spr.scale.X * 0.5;
|
||
auto point = start + direction * factor;
|
||
|
||
// Using proper distance here, Build originally used the sum of x- and y-distance
|
||
if ((point.XY() - actor->spr.pos.XY()).LengthSquared() > sprwidth * sprwidth * 0.5) return -1; // too far away
|
||
|
||
double siz, hitz = actor->spr.pos.Z + actor->GetOffsetAndHeight(siz);
|
||
|
||
if (point.Z < hitz - siz - tolerance || point.Z > hitz + tolerance)
|
||
return -1;
|
||
|
||
result = point;
|
||
return factor;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double intersectWallSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor, bool checktex)
|
||
{
|
||
DVector2 points[2];
|
||
|
||
GetWallSpritePosition(&actor->spr, actor->spr.pos.XY(), points, false);
|
||
|
||
points[1] -= points[0];
|
||
if ((actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE)) //check for back side of one way sprite
|
||
{
|
||
if (PointOnLineSide(start.X, start.Y, points[0].X, points[0].Y, points[1].X, points[1].Y) > 0)
|
||
return -1;
|
||
}
|
||
|
||
// the wall factor is needed for doing a texture check.
|
||
double factor2, factor = InterceptLineSegments(start.X, start.Y, direction.X, direction.Y, points[0].X, points[0].Y, points[1].X, points[1].Y, &factor2);
|
||
if (factor < 0 || factor > maxfactor) return -1;
|
||
|
||
result = start + factor * direction;
|
||
|
||
double height, position = actor->spr.pos.Z + actor->GetOffsetAndHeight(height);
|
||
if (result.Z <= position - height || result.Z >= position) return -1;
|
||
|
||
if (checktex)
|
||
{
|
||
auto tiletexid = actor->spr.spritetexture();
|
||
auto tiletex = TexMan.GetGameTexture(tiletexid, true);
|
||
auto pixels = GetRawPixels(tiletex->GetID());
|
||
|
||
if (pixels && tiletex->GetScaleX() == 1 && tiletex->GetScaleY() == 1) // does not work with scaled textures.
|
||
{
|
||
double zfactor = 1. - (position - result.Z) / height;
|
||
|
||
// all other flags have been taken care of already by GetWallSpritePosition and GetOffsetAndHeight
|
||
// - but we have to handle the flip flags here to fetch the correct texel.
|
||
if (actor->spr.cstat & CSTAT_SPRITE_XFLIP) factor2 = 1 - factor2;
|
||
if (actor->spr.cstat & CSTAT_SPRITE_YFLIP) zfactor = 1 - zfactor;
|
||
|
||
int xtex = int(factor2 * tiletex->GetTexelWidth());
|
||
int ytex = int(zfactor * tiletex->GetTexelHeight());
|
||
|
||
auto texel = (pixels + tiletex->GetTexelHeight() * xtex + ytex);
|
||
if (*texel == TRANSPARENT_INDEX)
|
||
return -1;
|
||
}
|
||
}
|
||
return factor;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double intersectFloorSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor)
|
||
{
|
||
if (actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE)
|
||
{
|
||
if ((start.Z > actor->spr.pos.Z) == ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) == 0)) return -1;
|
||
}
|
||
|
||
DVector2 points[4];
|
||
GetFlatSpritePosition(actor, actor->spr.pos.XY(), points, nullptr, false);
|
||
double factor = (actor->spr.pos.Z - start.Z) / direction.Z;
|
||
if (factor <= 0 || factor > maxfactor) return -1;
|
||
result = start + factor * direction;
|
||
if (!testpointinquad(result.XY(), points)) return -1;
|
||
return factor;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double intersectSlopeSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor)
|
||
{
|
||
DVector2 points[4];
|
||
double ptz[4];
|
||
GetFlatSpritePosition(actor, actor->spr.pos.XY(), points, ptz, false);
|
||
DVector3 pt1(points[0], ptz[0]);
|
||
DVector3 pt2(points[1], ptz[1]);
|
||
DVector3 pt3(points[2], ptz[2]);
|
||
double factor = LinePlaneIntersect(start, direction, pt1, pt2 - pt1, pt3 - pt1);
|
||
if (factor <= 0 || factor > maxfactor) return -1;
|
||
result = start + factor * direction;
|
||
|
||
// we can only do this after calculating the actual intersection spot...
|
||
if (actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE)
|
||
{
|
||
double checkz = spriteGetZOfSlopef(&actor->spr, start.XY(), spriteGetSlope(actor));
|
||
if ((start.Z > checkz) == ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) == 0)) return -1;
|
||
}
|
||
if (!testpointinquad(result.XY(), points)) return -1;
|
||
return factor;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double checkWallHit(walltype* wal, EWallFlags flagmask, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor)
|
||
{
|
||
if (PointOnLineSide(start.XY(), wal) > 0) return -1;
|
||
|
||
double factor = InterceptLineSegments(start.X, start.Y, direction.X, direction.Y, wal->pos.X, wal->pos.Y, wal->delta().X, wal->delta().Y);
|
||
if (factor < 0 || factor > maxfactor) return -1; // did not connect.
|
||
|
||
result = start + factor * direction;
|
||
if (wal->twoSided() && !(wal->cstat & flagmask))
|
||
{
|
||
// check if the trace passes this wall or hits the upper or lower tier.
|
||
double cz, fz;
|
||
calcSlope(wal->nextSector(), result, &cz, &fz);
|
||
if (result.Z > cz && result.Z < fz) return -2; // trace will pass this wall, i.e. no hit. Return -2 to tell the caller to go on.
|
||
}
|
||
return factor;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor)
|
||
{
|
||
if (sec->walls.Size() < 3) return -1;
|
||
auto wal = sec->walls.Data();
|
||
double len = wal->Length();
|
||
|
||
DVector3 pt1, pt2, pt3;
|
||
double startcz, startfz;
|
||
double p3cz, p3fz;
|
||
|
||
pt1.XY() = wal->pos;
|
||
pt2.XY() = wal->point2Wall()->pos;
|
||
pt3.X = pt1.X + pt2.Y - pt1.Y;
|
||
pt3.Y = pt1.Y + pt2.X - pt1.X; // somewhere off the first line.
|
||
|
||
calcSlope(sec, start.X, start.Y, &startcz, &startfz);
|
||
calcSlope(sec, pt3.X, pt3.Y, &p3cz, &p3fz);
|
||
double factor;
|
||
|
||
for (int i = 0; i < 2; i++)
|
||
{
|
||
bool sloped;
|
||
|
||
if (i == 0)
|
||
{
|
||
if (start.Z <= startcz) continue;
|
||
sloped = (sec->ceilingstat & CSTAT_SECTOR_SLOPE) && len > 0;
|
||
pt1.Z = pt2.Z = sec->ceilingz;
|
||
pt3.Z = p3cz;
|
||
}
|
||
else
|
||
{
|
||
if (start.Z >= startfz) continue;
|
||
sloped = (sec->floorstat & CSTAT_SECTOR_SLOPE && len > 0);
|
||
pt1.Z = pt2.Z = sec->floorz;
|
||
pt3.Z = p3fz;
|
||
}
|
||
|
||
if (sloped)
|
||
{
|
||
factor = LinePlaneIntersect(start, direction, pt1, pt2 - pt1, pt3 - pt1);
|
||
}
|
||
else
|
||
{
|
||
factor = (pt1.Z - start.Z) / direction.Z;
|
||
}
|
||
if (factor > 0 && factor <= maxfactor)
|
||
{
|
||
result = start + factor * direction;
|
||
return inside(result.X, result.Y, sec) ? factor : -1;
|
||
}
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange)
|
||
{
|
||
double hitfactor = DBL_MAX;
|
||
|
||
const auto wallflags = EWallFlags::FromInt(cliptype & 65535);
|
||
const auto spriteflags = ESpriteFlags::FromInt(cliptype >> 16);
|
||
|
||
hitinfo.clearObj();
|
||
if (startsect == nullptr)
|
||
return -1;
|
||
|
||
if (maxrange > 0)
|
||
{
|
||
hitfactor = maxrange / vect.Length();
|
||
hitinfo.hitpos = start + hitfactor * vect;
|
||
}
|
||
else hitinfo.hitpos.X = hitinfo.hitpos.Y = DBL_MAX;
|
||
|
||
BFSSectorSearch search(startsect);
|
||
while (auto sec = search.GetNext())
|
||
{
|
||
DVector3 v;
|
||
double hit = checkSectorPlaneHit(sec, start, vect, v, hitfactor);
|
||
if (hit > 0)
|
||
{
|
||
hitfactor = hit;
|
||
hitinfo.set(sec, nullptr, nullptr, v);
|
||
}
|
||
|
||
// check all walls in this sector
|
||
for (auto& w : sec->walls)
|
||
{
|
||
hit = checkWallHit(&w, EWallFlags::FromInt(wallflags), start, vect, v, hitfactor);
|
||
if (hit > 0)
|
||
{
|
||
hitfactor = hit;
|
||
hitinfo.set(sec, &w, nullptr, v);
|
||
}
|
||
else if (hit == -2)
|
||
search.Add(w.nextSector());
|
||
}
|
||
|
||
if (!spriteflags)
|
||
continue;
|
||
|
||
//Check all sprites in this sector
|
||
TSectIterator<DCoreActor> it(sec);
|
||
while (auto actor = it.Next())
|
||
{
|
||
if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND)
|
||
continue;
|
||
|
||
if (!(actor->spr.cstat & spriteflags))
|
||
continue;
|
||
|
||
hit = -1;
|
||
// we pass hitfactor to the workers because it can shortcut their calculations a lot.
|
||
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
|
||
{
|
||
case CSTAT_SPRITE_ALIGNMENT_FACING:
|
||
hit = intersectSprite(actor, start, vect, v, hitfactor);
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_WALL:
|
||
hit = intersectWallSprite(actor, start, vect, v, hitfactor, GetExtInfo(actor->spr.spritetexture()).picanm.sf & PICANM_TEXHITSCAN_BIT);
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
|
||
hit = intersectFloorSprite(actor, start, vect, v, hitfactor);
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_SLOPE:
|
||
hit = intersectSlopeSprite(actor, start, vect, v, hitfactor);
|
||
break;
|
||
}
|
||
if (hit > 0)
|
||
{
|
||
hitfactor = hit;
|
||
hitinfo.set(sec, nullptr, actor, v);
|
||
}
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
bool checkRangeOfWall(walltype* wal, EWallFlags flagmask, const DVector3& pos, double maxdist, double* theZs)
|
||
{
|
||
if (!wal->twoSided()) return false;
|
||
if (wal->cstat & flagmask) return false;
|
||
if (PointOnLineSide(pos.XY(), wal) > 0) return false;
|
||
|
||
auto nextsect = wal->nextSector();
|
||
|
||
// Rather pointless sky check that needs to be kept...
|
||
if (((nextsect->ceilingstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z <= nextsect->ceilingz + 3)) return false;
|
||
if (((nextsect->floorstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z >= nextsect->floorz - 3)) return false;
|
||
|
||
auto pos1 = wal->pos;
|
||
auto pos2 = wal->point2Wall()->pos;
|
||
|
||
// Checks borrowed from GZDoom.
|
||
DVector2 boxtl = pos.XY() - DVector2(maxdist, maxdist);
|
||
DVector2 boxbr = pos.XY() + DVector2(maxdist, maxdist);
|
||
if (!BoxInRange(boxtl, boxbr, pos1, pos2)) return false;
|
||
if (BoxOnLineSide(boxtl, boxbr, pos1, pos2 - pos1) != -1) return false;
|
||
|
||
auto closest = pos.XY();
|
||
if (!strict_compatibility)
|
||
SquareDistToSector(closest.X, closest.Y, nextsect, &closest);
|
||
|
||
calcSlope(nextsect, closest.X, closest.Y, &theZs[0], &theZs[1]);
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
bool checkRangeOfFaceSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs)
|
||
{
|
||
double dist = maxdist + itActor->clipdist;
|
||
if (abs(pos.X - itActor->spr.pos.X) > dist || abs(pos.Y - itActor->spr.pos.Y) > dist) return false; // Just like Doom: actors are square...
|
||
double h;
|
||
theZs[0] = itActor->spr.pos.Z + itActor->GetOffsetAndHeight(h);
|
||
theZs[1] = theZs[0] - h;
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
bool checkRangeOfWallSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs)
|
||
{
|
||
DVector2 verts[2];
|
||
GetWallSpritePosition(&itActor->spr, itActor->spr.pos.XY(), verts);
|
||
if (IsCloseToLine(pos.XY(), verts[0], verts[1], maxdist) == EClose::Outside) return false;
|
||
double h;
|
||
theZs[0] = itActor->spr.pos.Z + itActor->GetOffsetAndHeight(h);
|
||
theZs[1] = theZs[0] - h;
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
bool checkRangeOfFloorSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double& theZ)
|
||
{
|
||
int cstat = itActor->spr.cstat;
|
||
if ((cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) < (CSTAT_SPRITE_ALIGNMENT_FLOOR))
|
||
return false;
|
||
|
||
double fdaz = spriteGetZOfSlopef(&itActor->spr, pos.XY(), spriteGetSlope(itActor));
|
||
|
||
// Only check if sprite's 2-sided or your on the 1-sided side
|
||
if (((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) && ((pos.Z > fdaz) == ((cstat & CSTAT_SPRITE_YFLIP) == 0)))
|
||
return false;
|
||
|
||
DVector2 out[4];
|
||
GetFlatSpritePosition(itActor, itActor->spr.pos.XY(), out);
|
||
|
||
// expand the area to cover 'maxdist' units more on each side. (i.e. move the edges out)
|
||
auto expand = (itActor->spr.Angles.Yaw - DAngle45).ToVector() * (maxdist + 0.25); // that's surely not accurate but here we must match Build's original value.
|
||
out[0] += expand;
|
||
out[1] += expand.Rotated90CCW();
|
||
out[2] -= expand;
|
||
out[3] += expand.Rotated90CW();
|
||
|
||
if (!insidePoly(pos.X, pos.Y, out, 4)) return false;
|
||
|
||
theZ = fdaz;
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz, CollisionBase& florhit, double maxdist, uint32_t cliptype)
|
||
{
|
||
if (sect == nullptr)
|
||
{
|
||
*ceilz = -FLT_MAX; ceilhit.setVoid();
|
||
*florz = FLT_MAX; florhit.setVoid();
|
||
return;
|
||
}
|
||
|
||
const EWallFlags dawalclipmask = EWallFlags::FromInt(cliptype & 65535);
|
||
const ESpriteFlags dasprclipmask = ESpriteFlags::FromInt(cliptype >> 16);
|
||
|
||
auto closest = pos.XY();
|
||
if (!strict_compatibility)
|
||
SquareDistToSector(closest.X, closest.Y, sect, &closest);
|
||
|
||
calcSlope(sect, closest, ceilz, florz);
|
||
ceilhit.setSector(sect);
|
||
florhit.setSector(sect);
|
||
|
||
double theZs[2];
|
||
|
||
BFSSectorSearch search(sect);
|
||
while (auto sec = search.GetNext())
|
||
{
|
||
for (auto& wal : sec->walls)
|
||
{
|
||
if (checkRangeOfWall(&wal, EWallFlags::FromInt(dawalclipmask), pos, maxdist + 1 / 16., theZs))
|
||
{
|
||
auto nsec = wal.nextSector();
|
||
search.Add(nsec);
|
||
if (/*(pos.Z > theZs[0]) &&*/ (theZs[0] > *ceilz))
|
||
{
|
||
*ceilz = theZs[0];
|
||
ceilhit.setSector(nsec);
|
||
}
|
||
|
||
if (/*(pos.Z < theZs[1]) &&*/ (theZs[1] < *florz))
|
||
{
|
||
*florz = theZs[1];
|
||
florhit.setSector(nsec);
|
||
}
|
||
}
|
||
else if (checkRangeOfWall(&wal, EWallFlags::FromInt(dawalclipmask), pos, maxdist + 64., theZs))
|
||
{
|
||
// extend the search distance for neighboring sectors a bit further so that we can find sprites outside the search range extending to our position.
|
||
auto nsec = wal.nextSector();
|
||
search.Add(nsec);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (dasprclipmask)
|
||
{
|
||
search.Rewind();
|
||
while (auto sec = search.GetNext())
|
||
{
|
||
TSectIterator<DCoreActor> it(sec);
|
||
while (auto actor = it.Next())
|
||
{
|
||
const int32_t cstat = actor->spr.cstat;
|
||
|
||
if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue;
|
||
if (cstat & dasprclipmask)
|
||
{
|
||
switch (cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
|
||
{
|
||
case CSTAT_SPRITE_ALIGNMENT_FACING:
|
||
if (!checkRangeOfFaceSprite(actor, pos, maxdist + 1 / 16., theZs)) continue;
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_WALL:
|
||
if (!checkRangeOfWallSprite(actor, pos, maxdist + 1 / 16., theZs)) continue;
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
|
||
case CSTAT_SPRITE_ALIGNMENT_SLOPE:
|
||
if (!checkRangeOfFloorSprite(actor, pos, maxdist, theZs[0])) continue;
|
||
theZs[1] = theZs[0];
|
||
break;
|
||
}
|
||
|
||
// Clipping time!
|
||
if ((pos.Z > theZs[0]) && (theZs[0] > *ceilz))
|
||
{
|
||
*ceilz = theZs[0];
|
||
ceilhit.setSprite(actor);
|
||
}
|
||
|
||
if ((pos.Z < theZs[1]) && (theZs[1] < *florz))
|
||
{
|
||
*florz = theZs[1];
|
||
florhit.setSprite(actor);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void neartag(const DVector3& pos, sectortype* startsect, DAngle angle, HitInfoBase& result, double range, int flags)
|
||
{
|
||
auto checkTag = [=](const auto* object)
|
||
{
|
||
return (((flags & NT_Lotag) && object->lotag) || ((flags & NT_Hitag) && object->hitag));
|
||
};
|
||
|
||
auto v = DVector3(angle.ToVector() * range * 1.000001, 0); // extend the range a tiny bit so that we really find everything we need.
|
||
|
||
result.clearObj();
|
||
result.hitpos.X = result.hitpos.Y = 0;
|
||
|
||
if (!startsect || (flags & (NT_Lotag | NT_Hitag)) == 0)
|
||
return;
|
||
|
||
BFSSectorSearch search(startsect);
|
||
|
||
while (auto sect = search.GetNext())
|
||
{
|
||
for (auto& wal : sect->walls)
|
||
{
|
||
const auto nextsect = wal.nextSector();
|
||
|
||
if (PointOnLineSide(pos.XY(), &wal) > 0) continue;
|
||
|
||
double factor = InterceptLineSegments(pos.X, pos.Y, v.X, v.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y);
|
||
if (factor > 0 && factor < 1)
|
||
{
|
||
bool foundsector = (wal.twoSided() && checkTag(nextsect));
|
||
bool foundwall = checkTag(&wal);
|
||
#if 0 // does not work if the trace goes right through the vertex between two walls.
|
||
if (!wal.twoSided() && !foundwall && !foundsector)
|
||
{
|
||
// this case was not handled by Build:
|
||
// If we hit an untagged one-sided wall it should both shorten the scan trace and clear all hits beyond.
|
||
// Otherwise this may cause problems with some weirdly shaped sectors.
|
||
result.hitSector = nullptr;
|
||
result.hitWall = nullptr;
|
||
result.hitpos.X = 0;
|
||
v *= factor;
|
||
continue;
|
||
}
|
||
#endif
|
||
if (foundsector) result.hitSector = nextsect;
|
||
if (foundwall) result.hitWall = &wal;
|
||
|
||
if (foundwall || foundsector)
|
||
{
|
||
v *= factor;
|
||
result.hitpos.X = v.XY().Length();
|
||
}
|
||
|
||
if (wal.twoSided())
|
||
{
|
||
search.Add(nextsect);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (!(flags & NT_NoSpriteCheck))
|
||
{
|
||
double factor = 1;
|
||
TSectIterator<DCoreActor> it(sect);
|
||
while (auto actor = it.Next())
|
||
{
|
||
if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND)
|
||
continue;
|
||
|
||
if (checkTag(&actor->spr))
|
||
{
|
||
DVector3 spot;
|
||
double newfactor = intersectSprite(actor, pos, v, spot, factor - 1. / 65536., 1);
|
||
if (newfactor > 0)
|
||
{
|
||
factor = newfactor;
|
||
result.hitActor = actor;
|
||
v = spot - pos;
|
||
// return distance to sprite in a separate variable because there is
|
||
// no means to determine what it is for if both a sprite and wall are found.
|
||
// Only SW's NearTagList actually uses it.
|
||
result.hitpos.Y = v.XY().Length();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
bool checkOpening(const DVector2& inpos, double z, const sectortype* sec, const sectortype* nextsec, double ceilingdist, double floordist, bool precise)
|
||
{
|
||
DVector2 pos;
|
||
if (precise) SquareDistToSector(inpos.X, inpos.Y, nextsec, &pos);
|
||
else pos = inpos;
|
||
|
||
double c1, c2, f1, f2;
|
||
calcSlope(sec, pos.X, pos.Y, &c1, &f1);
|
||
calcSlope(nextsec, pos.X, pos.Y, &c2, &f2);
|
||
|
||
if (precise)
|
||
{
|
||
double sech = abs(f1 - c1);
|
||
double nextsech = abs(f2 - c2);
|
||
if (sech > nextsech && nextsech < ceilingdist + 2) return 1;
|
||
}
|
||
|
||
return ((f2 < f1 - 1 && (nextsec->floorstat & CSTAT_SECTOR_SKY) == 0 && z >= f2 - (floordist - zmaptoworld)) ||
|
||
(c2 > c1 + 1 && (nextsec->ceilingstat & CSTAT_SECTOR_SKY) == 0 && z <= c2 + (ceilingdist - zmaptoworld)));
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
int pushmove(DVector3& pos, sectortype** pSect, double walldist, double ceildist, double floordist, unsigned cliptype)
|
||
{
|
||
auto wallflags = EWallFlags::FromInt(cliptype & 65535);
|
||
int maxhitwalls = 0;
|
||
bool pushed = true;
|
||
|
||
for(int direction = 1; pushed; direction = -direction)
|
||
{
|
||
pushed = false;
|
||
|
||
if (*pSect == nullptr)
|
||
return -1;
|
||
|
||
BFSSectorSearch search(*pSect);
|
||
|
||
while (auto sec = search.GetNext())
|
||
{
|
||
// this must go both forward and backward so we cannot use iterators. Pity
|
||
for (unsigned i = 0; i < sec->walls.Size(); i++)
|
||
{
|
||
auto wal = direction > 0 ? &sec->walls[i] : &sec->walls[sec->walls.Size() - 1 - i];
|
||
|
||
if (IsCloseToWall(pos.XY(), wal, walldist - 0.25) == EClose::InFront)
|
||
{
|
||
bool blocked = false;
|
||
if (!wal->twoSided() || wal->cstat & wallflags) blocked = true;
|
||
else
|
||
{
|
||
auto pvect = NearestPointOnWall(pos.X, pos.Y, wal);
|
||
blocked = checkOpening(pvect, pos.Z, sec, wal->nextSector(), ceildist, floordist);
|
||
}
|
||
|
||
if (blocked)
|
||
{
|
||
auto dv = wal->delta().Rotated90CCW().Unit() * 0.5;
|
||
for (int t = 0; t < 16; t++)
|
||
{
|
||
pos += dv;
|
||
if (IsCloseToWall(pos.XY(), wal, (walldist - 0.25)) == EClose::Outside) break;
|
||
}
|
||
pushed = true;
|
||
|
||
updatesector(pos, pSect);
|
||
if (++maxhitwalls >= 32) return -1;
|
||
if (*pSect == nullptr) return -1;
|
||
}
|
||
else
|
||
search.Add(wal->nextSector());
|
||
}
|
||
}
|
||
}
|
||
if (!pushed) return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void addClipLine(MoveClipper& clip, const DVector2& start, const DVector2& end, const CollisionBase& daoval, int nofix = false)
|
||
{
|
||
clip.clipobjects.Reserve(1);
|
||
auto& c = clip.clipobjects.Last();
|
||
c.obj = daoval;
|
||
c.obj.exbits = nofix; // hijack this unused field instead of creating an additional bit array.
|
||
c.line = { start, end };
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static int checkClipWall(const MoveClipper& clip, walltype* wal)
|
||
{
|
||
auto wal2 = wal->point2Wall();
|
||
auto waldelta = wal->delta();
|
||
|
||
// out of reach?
|
||
if (!BoxInRange2(clip.rect.min, clip.rect.max, wal->pos, wal2->pos)) return -1;
|
||
|
||
// facing back side?
|
||
if (PointOnLineSide(clip.pos.XY(), wal) > 0) return -1;
|
||
|
||
// do we touch it?
|
||
if (BoxOnLineSide(clip.rect.min, clip.rect.max, wal->pos, waldelta) != -1) return -1;
|
||
|
||
if (!wal->twoSided() || (wal->cstat & clip.wallflags))
|
||
return 1;
|
||
else
|
||
{
|
||
DVector2 intersect;
|
||
double factor = InterceptLineSegments(clip.pos.X, clip.pos.Y, clip.moveDelta.X, clip.moveDelta.Y, wal->pos.X, wal->pos.Y, waldelta.X, waldelta.Y);
|
||
if (factor < 0) intersect = clip.pos.XY();
|
||
else intersect = clip.pos.XY() + clip.moveDelta * factor;
|
||
return checkOpening(intersect, clip.pos.Z, wal->sectorp(), wal->nextSector(), clip.ceilingdist, clip.floordist);
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static void addPointToClipList(MoveClipper& clip, const DVector2& pos, double radius, CollisionBase& objtype)
|
||
{
|
||
double waldistx = (clip.moveDelta.X < 0)? radius : -radius;
|
||
addClipLine(clip, pos + DVector2(waldistx, waldistx), pos + DVector2(waldistx, -waldistx), objtype);
|
||
|
||
double waldisty = (clip.moveDelta.Y < 0) ? radius : -radius;
|
||
addClipLine(clip, pos + DVector2(-waldisty, waldisty), pos + DVector2(waldisty, waldisty), objtype);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// To produce reproducable results, this of course needs to add the exact same
|
||
// segments to the clipper as Build originally did,
|
||
// even though this looks ripe for optimization.
|
||
//
|
||
//==========================================================================
|
||
|
||
static void addWallToClipSet(MoveClipper& clip, walltype* wal)
|
||
{
|
||
CollisionBase objtype;
|
||
objtype.setWall(wal);
|
||
|
||
auto startpt = wal->pos;
|
||
auto endpt = wal->point2Wall()->pos;
|
||
|
||
//Add caps around the wall's end points. Results may be a bit weird when moving in cardinal directions!
|
||
addPointToClipList(clip, startpt, clip.walldist, objtype);
|
||
addPointToClipList(clip, endpt, clip.walldist, objtype);
|
||
|
||
// this is actually a very poor concept of 'distance' being used...
|
||
DVector2 distv1(clip.walldist, clip.walldist);
|
||
if (wal->delta().Y > 0) distv1.X = -distv1.X;
|
||
if (wal->delta().X < 0) distv1.Y = -distv1.Y;
|
||
|
||
#if 0
|
||
// What EDuke32 added here, this doesn't seem to make much sense
|
||
// because it leaves gaps in the path from the 5 line segments being added here
|
||
if (!strict_compatibility)
|
||
{
|
||
if (wal->delta().RotatedCCW().dot(pos - startpt - distv1) < 0)
|
||
v *= 0.5;
|
||
}
|
||
#endif
|
||
|
||
addClipLine(clip, startpt + distv1, endpt + distv1, objtype);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static void processClipWalls(MoveClipper& clip, sectortype* sec)
|
||
{
|
||
for(auto& wal : sec->walls)
|
||
{
|
||
int result = checkClipWall(clip, &wal);
|
||
|
||
if (result == 1)
|
||
{
|
||
addWallToClipSet(clip, &wal);
|
||
}
|
||
else if (result == 0)
|
||
{
|
||
clip.search.Add(wal.nextSector());
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static void processClipFaceSprite(MoveClipper& clip, DCoreActor* actor)
|
||
{
|
||
auto spos = actor->spr.pos;
|
||
if (!PointInRect(spos.XY(), clip.rect.min, clip.rect.max)) return; // are we outside this sprite's bounding box?
|
||
|
||
double height, z = spos.Z + actor->GetOffsetAndHeight(height);
|
||
|
||
if (clip.pos.Z <= z - height - clip.floordist) return; // are we above the sprite?
|
||
if (clip.pos.Z >= z + clip.ceilingdist) return; // are we below the sprite?
|
||
|
||
// if we get here we have hit this sprite so add its box to the clip list.
|
||
|
||
CollisionBase objtype;
|
||
objtype.setSprite(actor);
|
||
|
||
addPointToClipList(clip, spos.XY(), actor->clipdist + clip.walldist, objtype);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static void processClipWallSprite(MoveClipper& clip, DCoreActor* actor)
|
||
{
|
||
auto spos = actor->spr.pos;
|
||
double height, z = spos.Z + actor->GetOffsetAndHeight(height);
|
||
|
||
if (clip.pos.Z <= z - height - clip.floordist) return; // are we above the sprite?
|
||
if (clip.pos.Z >= z + clip.ceilingdist) return; // are we below the sprite?
|
||
|
||
DVector2 points[2];
|
||
GetWallSpritePosition(&actor->spr, actor->spr.pos.XY(), points, false);
|
||
|
||
if (IsCloseToLine(clip.center, points[0], points[1], clip.movedist) == EClose::Outside) return; // out of reach
|
||
|
||
CollisionBase objtype;
|
||
objtype.setSprite(actor);
|
||
|
||
auto offset = (actor->spr.Angles.Yaw + DAngle45).ToVector() * clip.walldist; // Ok, why 45<34>?
|
||
|
||
auto d = points[1] - points[0];
|
||
if (PointOnLineSide(clip.pos.X, clip.pos.Y, points[0].X, points[0].Y, d.X, d.Y) <= 0)
|
||
{
|
||
// in front
|
||
addClipLine(clip, points[0] + offset, points[1] + offset.Rotated90CW(), objtype);
|
||
}
|
||
else if (!(actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE))
|
||
{
|
||
// behind
|
||
addClipLine(clip, points[0] - offset, points[1] + offset.Rotated90CCW(), objtype);
|
||
}
|
||
else return; // one-sided wall sprite from the back side does not count.
|
||
|
||
if (d.dot(clip.pos.XY() - points[0]) < 0)
|
||
{
|
||
addClipLine(clip, points[0] + offset.Rotated90CCW(), points[0] + offset, objtype, true);
|
||
}
|
||
else if (d.dot(clip.pos.XY() - points[1]) > 0)
|
||
{
|
||
addClipLine(clip, points[1] + offset.Rotated90CW(), points[1] - offset, objtype, true);
|
||
}
|
||
|
||
}
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor, DVector2* points, double* heights)
|
||
{
|
||
int heinum = spriteGetSlope(actor);
|
||
double sprz = spriteGetZOfSlopef(&actor->spr, actor->spr.pos.XY(), heinum);
|
||
|
||
if (clip.pos.Z > sprz - clip.floordist && clip.pos.Z < sprz + clip.ceilingdist)
|
||
{
|
||
if (actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE)
|
||
{
|
||
if ((clip.pos.Z > sprz) == ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) == 0)) return false;
|
||
}
|
||
|
||
DVector2 opoints[4];
|
||
if (!points) points = opoints;
|
||
GetFlatSpritePosition(actor, actor->spr.pos.XY(), points, heights);
|
||
|
||
auto offset = (actor->spr.Angles.Yaw - DAngle45).ToVector() * clip.walldist;
|
||
|
||
CollisionBase objtype;
|
||
objtype.setSprite(actor);
|
||
|
||
DVector2 d[4];
|
||
for (int i = 0; i < 4; i++) d[i] = points[i] - clip.pos.XY();
|
||
|
||
if (d[0].dot(d[1].Rotated90CW()) < 0)
|
||
{
|
||
if (IsCloseToLine(clip.center, points[1], points[0], clip.movedist) != EClose::Outside)
|
||
addClipLine(clip, points[1] + offset.Rotated90CCW(), points[0] + offset, objtype);
|
||
}
|
||
else if (d[2].dot(d[3].Rotated90CW()) < 0)
|
||
{
|
||
if (IsCloseToLine(clip.center, points[3], points[2], clip.movedist) != EClose::Outside)
|
||
addClipLine(clip, points[3] + offset.Rotated90CW(), points[2] - offset, objtype);
|
||
}
|
||
|
||
if (d[1].dot(d[2].Rotated90CW()) < 0)
|
||
{
|
||
if (IsCloseToLine(clip.center, points[2], points[1], clip.movedist) != EClose::Outside)
|
||
addClipLine(clip, points[2] - offset, points[1] + offset.Rotated90CCW(), objtype);
|
||
}
|
||
else if (d[3].dot(d[0].Rotated90CW()) < 0)
|
||
{
|
||
if (IsCloseToLine(clip.center, points[0], points[3], clip.movedist) != EClose::Outside)
|
||
addClipLine(clip, points[0] + offset, points[3] + offset.Rotated90CW(), objtype);
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static void processClipSlopeSprite(MoveClipper& clip, DCoreActor* actor)
|
||
{
|
||
auto spos = actor->spr.pos;
|
||
DVector2 points[4];
|
||
double heights[4];
|
||
DVector2 lpoints[2];
|
||
|
||
if (!processClipFloorSprite(clip, actor, points, heights)) return;
|
||
int heinum = spriteGetSlope(actor);
|
||
if (heinum == 0) return;
|
||
|
||
double zz[3] = { clip.pos.Z, clip.pos.Z + clip.floordist, clip.pos.Z - clip.ceilingdist };
|
||
|
||
CollisionBase objtype;
|
||
objtype.setSprite(actor);
|
||
|
||
for (int k = 0; k < 3; k++)
|
||
{
|
||
double factor = (zz[k] - heights[0]) / (heights[1] - heights[0]);
|
||
if (factor < 0 || factor > 1) continue; // sprite never hits the desired height.
|
||
auto dist = (points[1] - points[0]) * factor;
|
||
lpoints[0] = points[0] + dist;
|
||
lpoints[1] = points[3] + dist;
|
||
|
||
// The rest is just the same as the main part of the wall sprite collector.
|
||
if (IsCloseToLine(clip.center, lpoints[0], lpoints[1], clip.movedist) == EClose::Outside) continue; // out of reach
|
||
|
||
auto offset = (actor->spr.Angles.Yaw - DAngle45).ToVector() * clip.walldist;
|
||
auto d = lpoints[1] - lpoints[0];
|
||
|
||
if (PointOnLineSide(clip.center.X, clip.center.Y, lpoints[0].X, lpoints[0].Y, d.X, d.Y) <= 0)
|
||
{
|
||
// in front
|
||
addClipLine(clip, lpoints[0] + offset, lpoints[1] + offset.Rotated90CW(), objtype);
|
||
}
|
||
else if (!(actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE))
|
||
{
|
||
// behind
|
||
addClipLine(clip, lpoints[0] - offset, lpoints[1] + offset.Rotated90CCW(), objtype);
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void collectClipObjects(MoveClipper& clip, int spritemask)
|
||
{
|
||
while (auto sect = clip.search.GetNext())
|
||
{
|
||
processClipWalls(clip, sect);
|
||
|
||
if (spritemask == 0)
|
||
continue;
|
||
|
||
TSectIterator<DCoreActor> it(sect);
|
||
while (auto actor = it.Next())
|
||
{
|
||
int cstat = actor->spr.cstat;
|
||
|
||
if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue;
|
||
if ((cstat & spritemask) == 0)
|
||
continue;
|
||
|
||
switch (cstat & (CSTAT_SPRITE_ALIGNMENT_MASK))
|
||
{
|
||
case CSTAT_SPRITE_ALIGNMENT_FACING:
|
||
processClipFaceSprite(clip, actor);
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_WALL:
|
||
processClipWallSprite(clip, actor);
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
|
||
processClipFloorSprite(clip, actor, nullptr, nullptr);
|
||
break;
|
||
|
||
case CSTAT_SPRITE_ALIGNMENT_SLOPE:
|
||
processClipSlopeSprite(clip, actor);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
int FindBestSector(const DVector3& pos)
|
||
{
|
||
int bestnum = -1;
|
||
double bestdist = FLT_MAX;
|
||
for (int secnum = (int)sector.Size() - 1; secnum >= 0; secnum--)
|
||
{
|
||
auto sect = §or[secnum];
|
||
if (inside(pos.X, pos.Y, sect))
|
||
{
|
||
double ceilz, floorz;
|
||
calcSlope(sect, pos.X, pos.Y, &ceilz, &floorz);
|
||
|
||
if (pos.Z < ceilz)
|
||
{
|
||
// above ceiling
|
||
double dist = ceilz - pos.Z;
|
||
if (dist < bestdist)
|
||
{
|
||
bestnum = secnum;
|
||
bestdist = dist;
|
||
}
|
||
}
|
||
else if (pos.Z > floorz)
|
||
{
|
||
// below floor
|
||
double dist = pos.Z - floorz;
|
||
if (dist < bestdist)
|
||
{
|
||
bestnum = secnum;
|
||
bestdist = dist;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// inside sector
|
||
return secnum;
|
||
}
|
||
}
|
||
}
|
||
return bestnum;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
int isAwayFromWall(DCoreActor* ac, double delta)
|
||
{
|
||
sectortype* s1 = nullptr;
|
||
|
||
updatesector(ac->spr.pos + DVector2(delta, delta), &s1);
|
||
if (s1 == ac->sector())
|
||
{
|
||
updatesector(ac->spr.pos - DVector2(delta, delta), &s1);
|
||
if (s1 == ac->sector())
|
||
{
|
||
updatesector(ac->spr.pos + DVector2(delta, -delta), &s1);
|
||
if (s1 == ac->sector())
|
||
{
|
||
updatesector(ac->spr.pos + DVector2(-delta, delta), &s1);
|
||
if (s1 == ac->sector())
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor)
|
||
{
|
||
auto tspr = tsprites.newTSprite();
|
||
|
||
tspr->pos = actor->spr.pos;
|
||
tspr->cstat = actor->spr.cstat;
|
||
tspr->setspritetexture(actor->spr.spritetexture());
|
||
tspr->shade = actor->spr.shade;
|
||
tspr->pal = actor->spr.pal;
|
||
tspr->clipdist = 0;
|
||
tspr->blend = actor->spr.blend;
|
||
tspr->scale = actor->spr.scale;
|
||
tspr->xoffset = actor->spr.xoffset;
|
||
tspr->yoffset = actor->spr.yoffset;
|
||
tspr->sectp = actor->spr.sectp;
|
||
tspr->statnum = actor->spr.statnum;
|
||
tspr->Angles.Yaw = actor->spr.Angles.Yaw;
|
||
tspr->xint = actor->spr.xint;
|
||
tspr->yint = actor->spr.yint;
|
||
tspr->inittype = actor->spr.inittype; // not used by tsprites.
|
||
tspr->lotag = actor->spr.lotag;
|
||
tspr->hitag = actor->spr.hitag;
|
||
tspr->extra = actor->spr.extra;
|
||
tspr->time = actor->time;
|
||
tspr->cstat2 = actor->spr.cstat2;
|
||
tspr->ownerActor = actor;
|
||
|
||
// need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'.
|
||
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
||
{
|
||
tspr->cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL;
|
||
tspr->clipdist |= TSPR_SLOPESPRITE;
|
||
}
|
||
|
||
return tspr;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// vector serializers
|
||
//
|
||
//==========================================================================
|
||
|
||
FSerializer& Serialize(FSerializer& arc, const char* key, vec2_t& c, vec2_t* def)
|
||
{
|
||
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
||
if (arc.BeginObject(key))
|
||
{
|
||
arc("x", c.X, def ? &def->X : nullptr)
|
||
("y", c.Y, def ? &def->Y : nullptr)
|
||
.EndObject();
|
||
}
|
||
return arc;
|
||
}
|
||
|
||
FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def)
|
||
{
|
||
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
||
if (arc.BeginObject(key))
|
||
{
|
||
arc("x", c.X, def ? &def->X : nullptr)
|
||
("y", c.Y, def ? &def->Y : nullptr)
|
||
("z", c.Z, def ? &def->Z : nullptr)
|
||
.EndObject();
|
||
}
|
||
return arc;
|
||
}
|