mirror of
https://github.com/ZDoom/Raze.git
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222 lines
No EOL
6 KiB
C++
222 lines
No EOL
6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "serializer.h"
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#include "maptypes.h"
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#ifdef NOONE_EXTENSIONS
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BEGIN_BLD_NS
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TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist);
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// - CLASSES ------------------------------------------------------------------
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// SPRITES_NEAR_SECTORS
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// Intended for move sprites that is close to the outside walls with
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// TranslateSector and/or zTranslateSector similar to Powerslave(Exhumed) way
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// --------------------------------------------------------------------------
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class SPRINSECT
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{
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public:
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static const int kMaxSprNear = 256;
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static const int kWallDist = 16;
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struct SPRITES
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{
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unsigned int nSector;
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TArray<TObjPtr<DBloodActor*>> pActors; // this is a weak reference!
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};
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private:
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TArray<SPRITES> db;
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public:
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void Free() { db.Clear(); }
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void Init(int nDist = kWallDist); // used in trInit to collect the sprites before translation
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void Serialize(FSerializer& pSave);
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TArray<TObjPtr<DBloodActor*>>* GetSprPtr(int nSector);
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};
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// SPRITES_NEAR_SECTORS
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// Intended for move sprites that is close to the outside walls with
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// TranslateSector and/or zTranslateSector similar to Powerslave(Exhumed) way
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// --------------------------------------------------------------------------
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SPRINSECT gSprNSect;
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void SPRINSECT::Init(int nDist)
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{
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Free();
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int j;
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for(auto§ : sector)
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{
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if (!isMovableSector(sect.type))
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continue;
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switch (sect.type) {
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case kSectorZMotionSprite:
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case kSectorSlideMarked:
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case kSectorRotateMarked:
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continue;
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// only allow non-marked sectors
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default:
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break;
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}
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auto collected = getSpritesNearWalls(§, nDist);
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// exclude sprites that is not allowed
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for (j = collected.Size() - 1; j >= 0; j--)
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{
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auto pActor = collected[j];
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if ((pActor->spr.cstat & CSTAT_SPRITE_MOVE_MASK) && pActor->insector())
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{
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// if *next* sector is movable, exclude to avoid fighting
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if (!isMovableSector(pActor->sector()->type))
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{
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switch (pActor->spr.statnum)
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{
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default:
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continue;
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case kStatMarker:
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case kStatPathMarker:
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if (pActor->spr.flags & 0x1) continue;
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[[fallthrough]];
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case kStatDude:
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break;
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}
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}
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}
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collected.Delete(j);
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}
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if (collected.Size())
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{
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db.Resize(db.Size() + 1);
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SPRITES& pEntry = db.Last();
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pEntry.pActors.Resize(collected.Size());
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for (unsigned ii = 0; ii < collected.Size(); ii++)
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pEntry.pActors[ii] = collected[ii];
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pEntry.nSector = sectnum(§);
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}
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}
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}
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TArray<TObjPtr<DBloodActor*>>* SPRINSECT::GetSprPtr(int nSector)
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{
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for (auto &spre : db)
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{
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if (spre.nSector == (unsigned int)nSector && spre.pActors.Size() > 0)
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return &spre.pActors;
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}
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return nullptr;
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}
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FSerializer& Serialize(FSerializer& arc, const char* key, SPRINSECT::SPRITES& obj, SPRINSECT::SPRITES* defval)
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{
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if (arc.BeginObject(key))
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{
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arc("sector", obj.nSector)
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("actors", obj.pActors)
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.EndObject();
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}
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return arc;
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}
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void SPRINSECT::Serialize(FSerializer& arc)
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{
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arc("db", db);
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}
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bool isMovableSector(int nType)
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{
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return (nType && nType != kSectorDamage && nType != kSectorTeleport && nType != kSectorCounter);
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}
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bool isMovableSector(sectortype* pSect)
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{
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if (isMovableSector(pSect->type) && pSect->hasX())
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{
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return (pSect->xs().busy && !pSect->xs().unused1);
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}
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return false;
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}
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TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist)
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{
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int i, c = 0, nWall, nSect, swal, ewal;
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int xi, yi, wx, wy, lx, ly, sx, sy, qx, qy, num, den;
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TArray<DBloodActor*> skip;
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TArray<DBloodActor*> out;
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swal = pSrcSect->wallptr;
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ewal = swal + pSrcSect->wallnum - 1;
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for (i = swal; i <= ewal; i++)
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{
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nSect = wall[i].nextsector;
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if (nSect < 0)
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continue;
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nWall = i;
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wx = wall[nWall].wall_int_pos().X;
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wy = wall[nWall].wall_int_pos().Y;
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lx = wall[wall[nWall].point2].wall_int_pos().X - wx;
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ly = wall[wall[nWall].point2].wall_int_pos().Y - wy;
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BloodSectIterator it(nSect);
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while(auto ac = it.Next())
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{
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if (skip.Find(ac))
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continue;
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sx = ac->int_pos().X; qx = sx - wx;
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sy = ac->int_pos().Y; qy = sy - wy;
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num = DMulScale(qx, lx, qy, ly, 4);
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den = DMulScale(lx, lx, ly, ly, 4);
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if (num > 0 && num < den)
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{
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xi = wx + Scale(lx, num, den);
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yi = wy + Scale(ly, num, den);
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if (approxDist(xi - sx, yi - sy) <= nDist)
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{
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skip.Push(ac);
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out.Push(ac);
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}
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}
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}
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}
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return out;
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}
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END_BLD_NS
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#endif |