raze/source/games/blood/src/gameutil.cpp
Christoph Oelckers d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00

594 lines
17 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
HitInfo gHitInfo;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool CheckProximity(DBloodActor* actor, const DVector3& pos, sectortype* pSector, int nDist)
{
assert(actor != nullptr);
auto vec = pos - actor->spr.pos;
if (abs(vec.Z) >= nDist) return false;
if (vec.LengthSquared() >= nDist * nDist) return false;
double bottom, top;
GetActorExtents(actor, &top, &bottom);
if (cansee(actor->spr.pos, actor->sector(), pos, pSector))
return 1;
if (cansee(DVector3(actor->spr.pos.XY(), bottom), actor->sector(), pos, pSector))
return 1;
if (cansee(DVector3(actor->spr.pos.XY(), top), actor->sector(), pos, pSector))
return 1;
return 0;
}
//---------------------------------------------------------------------------
//
// Note: This function features some very bad math.
// It cannot be redone because some game functionality
// depends on the math being broken.
//
//---------------------------------------------------------------------------
bool CheckProximityWall(walltype* pWall, const DVector2& pos, int nDist)
{
int x = int(pos.X * (1. / maptoworld));
int y = int(pos.Y * (1. / maptoworld));
int x1 = int(pWall->pos.X * (1./maptoworld));
int y1 = int(pWall->pos.Y * (1./maptoworld));
int x2 = int(pWall->point2Wall()->pos.X * (1./maptoworld));
int y2 = int(pWall->point2Wall()->pos.Y * (1./maptoworld));
nDist <<= 4;
if (x1 < x2)
{
if (x <= x1 - nDist || x >= x2 + nDist)
{
return 0;
}
}
else
{
if (x <= x2 - nDist || x >= x1 + nDist)
{
return 0;
}
if (x1 == x2)
{
int px1 = x - x1;
int py1 = y - y1;
int px2 = x - x2;
int py2 = y - y2;
int dist1 = px1 * px1 + py1 * py1;
int dist2 = px2 * px2 + py2 * py2;
if (y1 < y2)
{
if (y <= y1 - nDist || y >= y2 + nDist)
{
return 0;
}
if (y < y1)
{
return dist1 < nDist* nDist;
}
if (y > y2)
{
return dist2 < nDist* nDist;
}
}
else
{
if (y <= y2 - nDist || y >= y1 + nDist)
{
return 0;
}
if (y < y2)
{
return dist2 < nDist* nDist;
}
if (y > y1)
{
return dist1 < nDist* nDist;
}
}
return 1;
}
}
if (y1 < y2)
{
if (y <= y1 - nDist || y >= y2 + nDist)
{
return 0;
}
}
else
{
if (y <= y2 - nDist || y >= y1 + nDist)
{
return 0;
}
if (y1 == y2)
{
int px1 = x - x1;
int py1 = y - y1;
int px2 = x - x2;
int py2 = y - y2;
int check1 = px1 * px1 + py1 * py1;
int check2 = px2 * px2 + py2 * py2;
if (x1 < x2)
{
if (x <= x1 - nDist || x >= x2 + nDist)
{
return 0;
}
if (x < x1)
{
return check1 < nDist* nDist;
}
if (x > x2)
{
return check2 < nDist* nDist;
}
}
else
{
if (x <= x2 - nDist || x >= x1 + nDist)
{
return 0;
}
if (x < x2)
{
return check2 < nDist* nDist;
}
if (x > x1)
{
return check1 < nDist* nDist;
}
}
}
}
int dx = x2 - x1;
int dy = y2 - y1;
int px = x - x2;
int py = y - y2;
int side = px * dx + dy * py;
if (side >= 0)
{
return px * px + py * py < nDist* nDist;
}
px = x - x1;
py = y - y1;
side = px * dx + dy * py;
if (side <= 0)
{
return px * px + py * py < nDist* nDist;
}
int check1 = px * dy - dx * py;
int check2 = dy * dy + dx * dx;
return check1 * check1 < check2* nDist* nDist;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int HitScan(DBloodActor* actor, double z, const DVector3& vect, unsigned int nMask, double nRange)
{
assert(actor != nullptr);
assert(!vect.XY().isZero());
gHitInfo.clearObj();
auto bakCstat = actor->spr.cstat;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
hitscan(DVector3(actor->spr.pos.XY(), z), actor->sector(), vect, gHitInfo, nMask, nRange);
actor->spr.cstat = bakCstat;
if (gHitInfo.actor() != nullptr)
return 3;
if (gHitInfo.hitWall != nullptr)
{
auto pWall = gHitInfo.hitWall;
if (!pWall->twoSided())
return 0;
double nZCeil, nZFloor;
calcSlope(pWall->nextSector(), gHitInfo.hitpos.X, gHitInfo.hitpos.Y, &nZCeil, &nZFloor);
if (gHitInfo.hitpos.Z <= nZCeil || gHitInfo.hitpos.Z >= nZFloor)
return 0;
return 4;
}
if (gHitInfo.hitSector != nullptr)
return 1 + (z < gHitInfo.hitpos.Z);
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int VectorScan(DBloodActor* actor, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac)
{
assert(actor != nullptr);
int nNum = 256;
gHitInfo.clearObj();
auto pos = actor->spr.pos.plusZ(nZOffset) + (actor->spr.Angles.Yaw + DAngle90).ToVector() * nOffset;
auto bakCstat = actor->spr.cstat;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
hitscan(pos, actor->sector(), vel, gHitInfo, CLIPMASK1, nRange);
actor->spr.cstat = bakCstat;
while (nNum--)
{
if (nRange && (gHitInfo.hitpos.XY() - actor->spr.pos.XY()).Length() > nRange)
return -1;
auto other = gHitInfo.actor();
if (other != nullptr)
{
if ((other->spr.flags & 8) && !(ac & 1))
return SS_SPRITE;
if ((other->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != 0)
return SS_SPRITE;
auto nTex = other->spr.spritetexture();
auto pTex = TexMan.GetGameTexture(nTex);
int twidth = pTex->GetTexelWidth();
int theight = pTex->GetTexelHeight();
if (twidth == 0 || theight == 0 || pTex->GetScaleX() != 1 || pTex->GetScaleY() != 1) // pixel checking does not work with scaled textures (at least not with this code...)
return SS_SPRITE;
double height = (theight * other->spr.scale.Y);
double otherZ = other->spr.pos.Z;
if (other->spr.cstat & CSTAT_SPRITE_YCENTER)
otherZ += height / 2;
int nTopOfs = pTex->GetTexelTopOffset();
if (nTopOfs)
otherZ -= (nTopOfs * other->spr.scale.Y);
assert(height > 0);
double height2 = (otherZ - gHitInfo.hitpos.Z) * theight / height;
if (!(other->spr.cstat & CSTAT_SPRITE_YFLIP))
height2 = theight - height2;
if (height2 >= 0 && height2 < theight)
{
double width = (twidth * other->spr.scale.X) * 0.75; // should actually be 0.8 to match the renderer!
double check1 = ((pos.Y - other->spr.pos.Y) * vel.X - (pos.X - other->spr.pos.X) * vel.Y) / vel.XY().Length();
assert(width > 0);
double width2 = check1 * twidth / width;
int nLeftOfs = pTex->GetTexelLeftOffset();
width2 += nLeftOfs + twidth / 2;
if (width2 >= 0 && width2 < twidth)
{
auto pData = GetRawPixels(nTex);
if (pData[int(width2) * theight + int(height2)] != TRANSPARENT_INDEX)
return SS_SPRITE;
}
}
bakCstat = other->spr.cstat;
other->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
gHitInfo.clearObj();
pos = gHitInfo.hitpos; // must make a copy!
hitscan(pos, other->sector(), vel, gHitInfo, CLIPMASK1);
other->spr.cstat = bakCstat;
continue;
}
if (gHitInfo.hitWall != nullptr)
{
walltype* pWall = gHitInfo.hitWall;
if (!pWall->twoSided())
return 0;
sectortype* pSector = gHitInfo.hitSector;
sectortype* pSectorNext = pWall->nextSector();
double nZCeil, nZFloor;
calcSlope(pWall->nextSector(), gHitInfo.hitpos, &nZCeil, &nZFloor);
if (gHitInfo.hitpos.Z <= nZCeil)
return 0;
if (gHitInfo.hitpos.Z >= nZFloor)
{
if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY))
return 0;
return 2;
}
if (!(pWall->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)))
return 0;
double nOfs;
if (pWall->cstat & CSTAT_WALL_ALIGN_BOTTOM)
nOfs = min(pSector->floorz, pSectorNext->floorz);
else
nOfs = max(pSector->ceilingz, pSectorNext->ceilingz);
nOfs = (gHitInfo.hitpos.Z - nOfs);
if (pWall->cstat & CSTAT_WALL_YFLIP)
nOfs = -nOfs;
auto nTex = TexMan.GetGameTexture(pWall->overtexture);
int nSizX = int(nTex->GetDisplayWidth());
int nSizY = int(nTex->GetDisplayHeight());
if (!nSizX || !nSizY)
return 0;
int nnOfs = int((nOfs * pWall->yrepeat) / 8);
nnOfs += int((nSizY * pWall->ypan_) / 256);
double nLength = (pWall->pos - pWall->point2Wall()->pos).Length();
double fHOffset;
if (pWall->cstat & CSTAT_WALL_XFLIP)
fHOffset = (gHitInfo.hitpos.XY() - pWall->point2Wall()->pos).Length();
else
fHOffset = (gHitInfo.hitpos.XY() - pWall->pos).Length();
int nHOffset = int(pWall->xpan_ + ((fHOffset * pWall->xrepeat) * 8) / nLength) % nSizX;
nnOfs %= nSizY;
auto pData = GetRawPixels(pWall->overtexture);
int nPixel = nHOffset * nSizY + nnOfs;
if (pData[nPixel] == TRANSPARENT_INDEX)
{
auto bakCstat1 = pWall->cstat;
pWall->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN;
auto bakCstat2 = pWall->nextWall()->cstat;
pWall->nextWall()->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN;
gHitInfo.clearObj();
pos = gHitInfo.hitpos;
hitscan(pos, pWall->nextSector(), vel, gHitInfo, CLIPMASK1);
pWall->cstat = bakCstat1;
pWall->nextWall()->cstat = bakCstat2;
continue;
}
return 4;
}
if (gHitInfo.hitSector != nullptr)
{
if (vel.Z > 0)
{
auto upper = barrier_cast<DBloodActor*>(gHitInfo.hitSector->upperLink);
if (!upper) return SS_FLOOR;
auto link = upper->GetOwner();
gHitInfo.clearObj();
pos = gHitInfo.hitpos + link->spr.pos - upper->spr.pos;
hitscan(pos, link->sector(), vel, gHitInfo, CLIPMASK1);
continue;
}
else
{
auto lower = barrier_cast<DBloodActor*>(gHitInfo.hitSector->lowerLink);
if (!lower) return SS_CEILING;
auto link = lower->GetOwner();
gHitInfo.clearObj();
pos = gHitInfo.hitpos + link->spr.pos - lower->spr.pos;
hitscan(pos, link->sector(), vel, gHitInfo, CLIPMASK1);
continue;
}
}
return -1;
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GetZRange(DBloodActor* actor, double* ceilZ, Collision* ceilColl, double* floorZ, Collision* floorColl, double nDist, unsigned int nMask, unsigned int nClipParallax)
{
assert(actor != nullptr);
Collision scratch;
auto bakCstat = actor->spr.cstat;
double nTemp1;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
getzrange(actor->spr.pos, actor->sector(), ceilZ, *ceilColl, floorZ, *floorColl, nDist, nMask);
if (floorColl->type == kHitSector)
{
auto pSector = floorColl->hitSector;
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pSector->floorstat & CSTAT_SECTOR_SKY))
*floorZ = 0x800000;
if (pSector->hasX())
{
XSECTOR* pXSector = &pSector->xs();
*floorZ += pXSector->Depth << 2;
}
auto linkActor = barrier_cast<DBloodActor*>(pSector->upperLink);
if (linkActor)
{
auto linkOwner = linkActor->GetOwner();
auto lpos = actor->spr.pos + linkOwner->spr.pos - linkActor->spr.pos;
getzrange(lpos, linkOwner->sector(), &nTemp1, scratch, floorZ, *floorColl, nDist, nMask);
*floorZ -= linkOwner->spr.pos.Z - linkActor->spr.pos.Z;
}
}
if (ceilColl->type == kHitSector)
{
auto pSector = ceilColl->hitSector;
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & CSTAT_SECTOR_SKY))
*ceilZ = -(int)0x800000;
auto linkActor = barrier_cast<DBloodActor*>(pSector->lowerLink);
if (linkActor)
{
auto linkOwner = linkActor->GetOwner();
auto lpos = actor->spr.pos + linkOwner->spr.pos - linkActor->spr.pos;
getzrange(lpos, linkOwner->sector(), ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask);
*ceilZ -= linkOwner->spr.pos.Z - linkActor->spr.pos.Z;
}
}
actor->spr.cstat = bakCstat;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilColl, double* floorZ, Collision* floorColl, double nDist, unsigned int nMask, unsigned int nClipParallax)
{
Collision scratch;
double nTemp1;
getzrange(pos, pSector, ceilZ, *ceilColl, floorZ, *floorColl, nDist, nMask);
if (floorColl->type == kHitSector)
{
auto pHitSect = floorColl->hitSector;
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pHitSect->floorstat & CSTAT_SECTOR_SKY))
*floorZ = 0x800000;
if (pHitSect->hasX())
{
XSECTOR* pXSector = &pHitSect->xs();
*floorZ += pXSector->Depth << 2;
}
auto actor = barrier_cast<DBloodActor*>(pHitSect->upperLink);
if (actor)
{
auto link = actor->GetOwner();
auto newpos = pos + link->spr.pos - actor->spr.pos;
getzrange(newpos, link->sector(), &nTemp1, scratch, floorZ, *floorColl, nDist, nMask);
*floorZ -= link->spr.pos.Z - actor->spr.pos.Z;
}
}
if (ceilColl->type == kHitSector)
{
auto pHitSect = ceilColl->hitSector;
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pHitSect->ceilingstat & CSTAT_SECTOR_SKY))
*ceilZ = -0x800000;
auto actor = barrier_cast<DBloodActor*>(pHitSect->lowerLink);
if (actor)
{
auto link = actor->GetOwner();
auto newpos = pos + link->spr.pos - actor->spr.pos;
getzrange(newpos, link->sector(), ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask);
*ceilZ -= link->spr.pos.Z - actor->spr.pos.Z;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount)
{
auto opos = pos;
sectortype* bakSect = *pSector;
// Due to the low precision of original Build coordinates this code is susceptible to shifts from negative values being off by one,
// so we have to replicate the imprecision here. Gross...
DVector2 vel;
vel.X = (FloatToFixed(vect.X) >> 12) / 16.;
vel.Y = (FloatToFixed(vect.Y) >> 12) / 16.;
clipmove(pos, &bakSect, vel, wd, cd, fd, nMask, hit, tracecount);
if (bakSect == nullptr)
{
pos = opos;
}
else
{
*pSector = bakSect;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod)
{
// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
// E1M2: throwing TNT at the double doors while standing on the train platform
// by setting newSectCheckMethod to true these issues will be resolved
BitArray sectorMap(sector.Size()); // this gets returned to the caller.
sectorMap.Zero();
sectorMap.Set(sectindex(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 : pCurSector->walls)
{
if (!wal.twoSided()) continue;
const auto pNextSector = wal.nextSector();
bool withinRange = false;
if (!newSectCheckMethod) // original method
{
if (search.Check(pNextSector)) // if we've already checked this sector, skip. This is bad, therefore only in compat mode.
continue;
withinRange = CheckProximityWall(wal.point2Wall(), pos, nDist);
}
else // new method using proper math and no bad shortcut.
{
double dist1 = SquareDistToWall(pos.X, pos.Y, &wal);
withinRange = dist1 <= nDist4sq;
}
if (withinRange) // if new sector is within range, add it to the processing queue
{
sectorMap.Set(sectindex(pNextSector));
search.Add(pNextSector);
if (pWalls && wal.hasX())
{
XWALL* pXWall = &wal.xw();
if (pXWall->triggerVector && !pXWall->isTriggered && !pXWall->state)
pWalls->Push(&wal);
}
}
}
}
return sectorMap;
}
END_BLD_NS