raze/source/core/coreactor.h

511 lines
9.3 KiB
C++

#pragma once
#include <stdint.h>
#include "maptypes.h"
#include "build.h"
#include "actorinfo.h"
enum
{
MAXSTATUS = 1024
};
struct FWallSpriteDesc
{
walltype* wall;
float offsetOnWall;
};
// This is for quick determination of walls a wall sprite is attached to.
struct FWallSpriteInfo
{
tspritetype base; // this is needed for checking if something has changed.
TArray<FWallSpriteDesc> connections[2]; // two lists - for front and back
};
class DCoreActor : public DObject
{
DECLARE_CLASS(DCoreActor, DObject)
HAS_OBJECT_POINTERS
// common part of the game actors
public:
// These two are needed because we cannot rely on the ones in the sprites for unlinking.
int link_stat;
sectortype* link_sector;
DCoreActor* prevStat, * nextStat;
DCoreActor* prevSect, * nextSect;
FWallSpriteInfo* wallspriteinfo; // this is render data but needs to be attached to the actor so it can be found.
spritetype spr;
spriteext_t sprext;
spritesmooth_t spsmooth;
DVector3 opos;
DRotator PrevAngles;
DVector3 vel;
double oviewzoffset, viewzoffset;
double clipdist;
int time;
int16_t spritesetindex;
DCoreActor() = default;
virtual ~DCoreActor() = default;
DCoreActor(const DCoreActor& other) = delete; // we also do not want to allow copies.
DCoreActor& operator=(const DCoreActor& other) = delete;
virtual void Serialize(FSerializer& arc);
virtual void BeginPlay() {}
void OnDestroy() override;
size_t PropagateMark() override;
double GetOffsetAndHeight(double& height);
void initFromSprite(spritetype* pspr);
bool exists() const
{
return (unsigned)spr.statnum < MAXSTATUS;
}
int GetIndex() const
{
// This is only identical with the sprite index for items spawned at map start.
return time;
}
const vec3_t int_pos() const
{
return { int(spr.pos.X * worldtoint), int(spr.pos.Y * worldtoint), int(spr.pos.Z * zworldtoint) };
}
constexpr int int_ang() const
{
return spr.Angles.Yaw.Buildang();
}
void norm_ang()
{
spr.Angles.Yaw = spr.Angles.Yaw.Normalized360();
}
DVector3 interpolatedpos(double const interpfrac)
{
return interpolatedvalue(opos, spr.pos, interpfrac);
}
DAngle interpolatedyaw(double const interpfrac)
{
return interpolatedvalue(PrevAngles.Yaw, spr.Angles.Yaw, interpfrac);
}
void backupz()
{
opos.Z = spr.pos.Z;
oviewzoffset = viewzoffset;
}
void backupvec2()
{
opos.XY() = spr.pos.XY();
}
void backuppos()
{
opos = spr.pos;
oviewzoffset = viewzoffset;
}
void backupang()
{
PrevAngles = spr.Angles;
}
void backuploc()
{
backuppos();
backupang();
}
void restorez()
{
spr.pos.Z = opos.Z;
viewzoffset = oviewzoffset;
}
void restorevec2()
{
spr.pos.XY() = opos.XY();
}
void restorepos()
{
spr.pos = opos;
viewzoffset = oviewzoffset;
}
void restoreang()
{
spr.Angles = PrevAngles;
}
void restoreloc()
{
restorepos();
restoreang();
}
double getOffsetZ()
{
return spr.pos.Z + viewzoffset;
}
double getPrevOffsetZ()
{
return opos.Z + oviewzoffset;
}
DVector3 getPosWithOffsetZ()
{
return spr.pos.plusZ(viewzoffset);
}
DVector3 getPrevPosWithOffsetZ()
{
return opos.plusZ(oviewzoffset);
}
DVector3 getRenderPos(const double interpfrac)
{
return interpolatedpos(interpfrac).plusZ(interpolatedvalue(oviewzoffset, viewzoffset, interpfrac));
}
sectortype* sector() const
{
return spr.sectp;
}
bool insector() const
{
return spr.sectp != nullptr;
}
void setsector(sectortype* sect)
{
// place for asserts.
spr.sectp = sect;
}
int sectno() const
{
return spr.sectp ? ::sector.IndexOf(spr.sectp) : -1;
}
auto spriteset() const
{
return static_cast<PClassActor*>(GetClass())->ActorInfo()->SpriteSet;
}
int native_clipdist()
{
return int(clipdist * 4);
}
void copy_clipdist(DCoreActor* other)
{
clipdist = other->clipdist;
}
};
// holds pointers to the game-side actors.
extern TArray<sectortype> sector;
extern TArray<walltype> wall;
// Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did.
// Names taken from DukeGDX
enum EHitBits
{
kHitNone = 0,
kHitSector = 0x4000,
kHitWall = 0x8000,
kHitSprite = 0xC000,
kHitVoid = 0x10000, // SW only
};
// This serves as input/output for all functions dealing with collisions, hits, etc.
// Not all utilities use all variables.
struct HitInfoBase
{
DVector3 hitpos;
sectortype* hitSector;
walltype* hitWall;
DCoreActor* hitActor;
void clearObj()
{
hitSector = nullptr;
hitWall = nullptr;
hitActor = nullptr;
}
void set(sectortype* sect, walltype* wal, DCoreActor* actor, const DVector3& pos)
{
hitSector = sect;
hitWall = wal;
hitActor = actor;
hitpos = pos;
}
};
template<class T>
struct THitInfo : public HitInfoBase
{
T* actor() const { return static_cast<T*>(hitActor); }
};
struct CollisionBase
{
int type;
int exbits; // extended game-side info (only used by Exhumed)
union
{
// can only have one at a time
sectortype* hitSector;
walltype* hitWall;
DCoreActor* hitActor;
};
void invalidate()
{
type = -1; // something invalid that's not a valid hit type.
hitSector = nullptr;
}
int setNone()
{
*this = {};
return kHitNone;
}
int setSector(int num)
{
*this = {};
type = kHitSector;
hitSector = &sector[num];
return kHitSector;
}
int setSector(sectortype* num)
{
*this = {};
type = kHitSector;
hitSector = num;
return kHitSector;
}
int setWall(int num)
{
*this = {};
type = kHitWall;
hitWall = &wall[num];
return kHitWall;
}
int setWall(walltype* num)
{
*this = {};
type = kHitWall;
hitWall = num;
return kHitWall;
}
int setSprite(DCoreActor* num)
{
*this = {};
type = kHitSprite;
hitActor = num;
return kHitSprite;
}
int setVoid()
{
hitSector = nullptr;
type = kHitVoid;
return kHitVoid;
}
};
template<class T>
struct TCollision : public CollisionBase
{
T* actor() const
{
return static_cast<T*>(hitActor);
}
// normally collision data is short lived, this is only needed in some very rare circumstances.
T* safeActor()
{
return static_cast<T*>(GC::ReadBarrier(hitActor));
}
auto operator=(const CollisionBase& other)
{
*(CollisionBase*)this = other;
return *this;
}
};
struct ActorStatList
{
DCoreActor* firstEntry, * lastEntry;
};
extern ActorStatList statList[MAXSTATUS];
template<class TActor>
class TStatIterator
{
DCoreActor* next;
public:
TStatIterator(int stat)
{
next = statList[stat].firstEntry;
}
void Reset(int stat)
{
next = statList[stat].firstEntry;
}
TActor* Next()
{
auto n = next;
if (next) next = next->nextStat;
return static_cast<TActor*>(n);
}
TActor* Peek()
{
return static_cast<TActor*>(next);
}
};
template<class TActor>
class TSectIterator
{
DCoreActor* next;
public:
TSectIterator(int stat)
{
next = sector[stat].firstEntry;
}
TSectIterator(sectortype* stat)
{
next = stat->firstEntry;
}
void Reset(int stat)
{
next = sector[stat].firstEntry;
}
void Reset(sectortype* stat)
{
next = stat->firstEntry;
}
TActor* Next()
{
auto n = next;
if (next) next = next->nextSect;
return static_cast<TActor*>(n);
}
TActor* Peek()
{
return static_cast<TActor*>(next);
}
};
// An iterator to iterate over all sprites.
template<class TActor>
class TSpriteIterator
{
TStatIterator<TActor> it;
int stat = 0;
public:
TSpriteIterator() : it(0) {}
TActor* Next()
{
while (stat < MAXSTATUS)
{
auto ac = it.Next();
if (ac) return ac;
stat++;
if (stat < MAXSTATUS) it.Reset(stat);
}
return nullptr;
}
void Reset()
{
stat = 0;
it.Reset(0);
}
};
using CoreSectIterator = TSectIterator<DCoreActor>;
DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool forcetail = false);
void ChangeActorSect(DCoreActor* actor, sectortype* sector, bool forcetail = false);
int ChangeActorStat(DCoreActor* actor, int nStatus, bool forcetail = false);
void InitSpriteLists();
void SetActorZ(DCoreActor* actor, const DVector3& newpos);
void SetActor(DCoreActor* actor, const DVector3& newpos);
inline int clipmove(DVector3& pos, sectortype** const sect, const DVector2& mvec,
double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
{
auto vect = vec3_t(int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint));
int sectno = *sect ? sector.IndexOf(*sect) : -1;
result = clipmove_(&vect, &sectno, FloatToFixed<18>(mvec.X), FloatToFixed<18>(mvec.Y), int(walldist * worldtoint), int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, clipmoveboxtracenum);
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
*sect = sectno == -1 ? nullptr : &sector[sectno];
return result.type;
}
inline int clipmove(DVector2& pos, double z, sectortype** const sect, const DVector2& mvec,
double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
{
auto vect = DVector3(pos, z);
auto res = clipmove(vect, sect, mvec, walldist, ceildist, flordist, cliptype, result);
pos = vect.XY();
return res;
}
inline PClassActor* PClass::FindActor(FName name)
{
auto cls = FindClass(name);
return cls && cls->IsDescendantOf(RUNTIME_CLASS(DCoreActor)) ? static_cast<PClassActor*>(cls) : nullptr;
}
inline DCoreActor* GetDefaultByType(const PClass* type)
{
return (DCoreActor*)(type->Defaults);
}