raze/source/core/gamefuncs.h
2023-11-12 14:45:22 +01:00

508 lines
14 KiB
C++

#pragma once
#include "gamecontrol.h"
#include "gamestruct.h"
#include "build.h"
#include "coreactor.h"
#include "intrect.h"
#include "geometry.h"
#include "c_cvars.h"
extern IntRect viewport3d;
EXTERN_CVAR(Bool, hw_hightile)
EXTERN_CVAR(Bool, hw_models)
EXTERN_CVAR(Float, gl_texture_filter_anisotropic)
EXTERN_CVAR(Int, gl_texture_filter)
extern bool hw_int_useindexedcolortextures;
EXTERN_CVAR(Bool, hw_useindexedcolortextures)
EXTERN_CVAR(Bool, r_voxels)
inline int leveltimer;
inline int Numsprites;
inline int display_mirror;
inline int randomseed;
inline int g_visibility = 512, g_relvisibility = 0;
constexpr int SLOPEVAL_FACTOR = 4096;
enum
{
CLIPMASK0 = (1 << 16) + 1,
CLIPMASK1 = (256 << 16) + 64
};
//==========================================================================
//
// breadth first search, this gets used multiple times throughout the engine, mainly for iterating over sectors.
// Only works on indices, this has no knowledge of the actual objects being looked at.
// All objects of this type operate on the same shared store. Interleaved use is not allowed, nested use is fine.
//
//==========================================================================
class BFSSearch
{
static inline TArray<unsigned> store;
unsigned bitpos;
unsigned startpos;
unsigned curpos;
public:
enum { EOL = ~0u };
BFSSearch(unsigned datasize, unsigned startnode)
{
bitpos = store.Size();
unsigned bitsize = (datasize + 31) >> 5;
store.Reserve(bitsize);
memset(&store[bitpos], 0, bitsize*4);
startpos = store.Size();
curpos = startpos;
Set(startnode);
store.Push(startnode);
}
// This allows this object to just work as a bit array
// which is useful for using its shared storage.
BFSSearch(unsigned datasize)
{
bitpos = store.Size();
unsigned bitsize = (datasize + 31) >> 5;
store.Reserve(bitsize);
memset(&store[bitpos], 0, bitsize * 4);
}
~BFSSearch()
{
store.Clamp(bitpos);
}
bool Check(unsigned index) const
{
return !!(store[bitpos + (index >> 5)] & (1 << (index & 31)));
}
void Set(unsigned index)
{
store[bitpos + (index >> 5)] |= (1 << (index & 31));
}
private:
public:
unsigned GetNext()
{
curpos++;
if (curpos <= store.Size())
return store[curpos-1];
else
return ~0;
}
void Rewind()
{
curpos = startpos;
}
void Add(unsigned elem)
{
if (!Check(elem))
{
Set(elem);
store.Push(elem);
}
}
};
class BFSSectorSearch : public BFSSearch
{
public:
BFSSectorSearch(const sectortype* startnode) : BFSSearch(sector.Size(), sector.IndexOf(startnode))
{
}
bool Check(const sectortype* index) const
{
return BFSSearch::Check(sector.IndexOf(index));
}
void Set(const sectortype* index)
{
BFSSearch::Set(sector.IndexOf(index));
}
sectortype* GetNext()
{
unsigned ret = BFSSearch::GetNext();
return ret == EOL? nullptr : &sector[ret];
}
void Add(sectortype* elem)
{
BFSSearch::Add(sector.IndexOf(elem));
}
};
//==========================================================================
//
// scans all vertices equivalent with a given spot and performs some work on them.
//
//==========================================================================
template<class func>
void vertexscan(walltype* startwall, func mark)
{
BFSSearch walbitmap(wall.Size());
// first pass: scan the the next-in-loop of the partner
auto wal = startwall;
do
{
mark(wal);
walbitmap.Set(wall.IndexOf(wal));
if (wal->nextwall < 0) break;
wal = wal->nextWall()->point2Wall();
} while (!walbitmap.Check(wall.IndexOf(wal)));
// second pass: scan the partner of the previous-in-loop.
wal = startwall;
while (true)
{
auto thelastwall = wal->lastWall();
// thelastwall can be null here if the map is bogus.
if (!thelastwall || thelastwall->nextwall < 0) break;
wal = thelastwall->nextWall();
if (walbitmap.Check(wall.IndexOf(wal))) break;
mark(wal);
walbitmap.Set(wall.IndexOf(wal));
}
}
//==========================================================================
//
//
//
//==========================================================================
inline void dragpoint(walltype* startwall, const DVector2& pos)
{
vertexscan(startwall, [&](walltype* wal)
{
wal->move(pos);
wal->sectorp()->exflags |= SECTOREX_DRAGGED;
});
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
extern double cameradist, cameraclock;
bool calcChaseCamPos(DVector3& ppos, DCoreActor* pspr, sectortype** psectnum, const DRotator& angles, double const interpfrac, double const backamp);
int getslopeval(sectortype* sect, const DVector3& pos, double bazez);
bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, sectortype* sect2);
double intersectWallSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor, bool checktex = false);
double intersectFloorSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
double intersectSlopeSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
double checkWallHit(walltype* wal, EWallFlags flagmask, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
void neartag(const DVector3& start, sectortype* sect, DAngle angle, HitInfoBase& result, double neartagrange, int tagsearch);
int testpointinquad(const DVector2& pt, const DVector2* quad);
int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange = -1);
bool checkRangeOfWall(walltype* wal, EWallFlags flagmask, const DVector3& pos, double maxdist, double* theZs);
bool checkRangeOfFaceSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs);
bool checkRangeOfWallSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs);
bool checkRangeOfFloorSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double& theZ);
void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz, CollisionBase& florhit, double walldist, uint32_t cliptype);
bool checkOpening(const DVector2& inpos, double z, const sectortype* sec, const sectortype* nextsec, double ceilingdist, double floordist, bool precise = false);
int pushmove(DVector3& pos, sectortype** pSect, double walldist, double ceildist, double flordist, unsigned cliptype);
tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor);
inline int pushmove(DVector2& pos, double z, sectortype** pSect, double walldist, double ceildist, double flordist, unsigned cliptype)
{
auto vect = DVector3(pos, z);
auto result = pushmove(vect, pSect, walldist, ceildist, flordist, cliptype);
pos = vect.XY();
return result;
}
struct ClipRect
{
DVector2 min;
DVector2 max;
};
struct MoveClipper
{
DVector3 pos;
DVector2 pest;
DVector2 moveDelta;
ClipRect rect;
EWallFlags wallflags;
double ceilingdist;
double floordist;
double walldist;
};
int checkClipWall(const MoveClipper& clip, walltype* wal);
int FindBestSector(const DVector3& pos);
void setWallSectors();
void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render = false);
void GetFlatSpritePosition(DCoreActor* spr, const DVector2& pos, DVector2* out, double* outz = nullptr, bool render = false);
void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render = false);
enum class EClose
{
Outside,
InFront,
Behind
};
EClose IsCloseToLine(const DVector2& vect, const DVector2& start, const DVector2& end, double walldist);
EClose IsCloseToWall(const DVector2& vect, walltype* wal, double walldist);
bool sectorsConnected(int sect1, int sect2);
int32_t inside(double x, double y, const sectortype* sect);
int insidePoly(double x, double y, const DVector2* points, int count);
enum {
NT_Lotag = 1,
NT_Hitag = 2,
NT_NoSpriteCheck = 4
};
//==========================================================================
//
// slope getter stuff (many wrappers, one worker only)
//
//==========================================================================
void calcSlope(const sectortype* sec, double xpos, double ypos, double* pceilz, double* pflorz);
//==========================================================================
//
// for the renderer
//
//==========================================================================
inline void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
{
double f, c;
calcSlope(sec, dax, day, &c, &f);
if (pceilz) *pceilz = -float(c);
if (pflorz) *pflorz = -float(f);
}
//==========================================================================
//
// for the game engine
//
//==========================================================================
template<class Vector>
inline void calcSlope(const sectortype* sec, const Vector& pos, double* ceilz, double* florz)
{
calcSlope(sec, pos.X, pos.Y, ceilz, florz);
}
inline double getceilzofslopeptr(const sectortype* sec, double dax, double day)
{
double c;
calcSlope(sec, dax, day, &c, nullptr);
return c;
}
inline double getflorzofslopeptr(const sectortype* sec, double dax, double day)
{
double f;
calcSlope(sec, dax, day, nullptr, &f);
return f;
}
template<class Vector>
inline double getceilzofslopeptr(const sectortype* sec, const Vector& pos)
{
return getceilzofslopeptr(sec, pos.X, pos.Y);
}
template<class Vector>
inline double getflorzofslopeptr(const sectortype* sec, const Vector& pos)
{
return getflorzofslopeptr(sec, pos.X, pos.Y);
}
//==========================================================================
//
// slope setters
//
//==========================================================================
inline void alignceilslope(sectortype* sect, const DVector3& pos)
{
sect->setceilingslope(getslopeval(sect, pos, sect->ceilingz));
}
inline void alignflorslope(sectortype* sect, const DVector3& pos)
{
sect->setfloorslope(getslopeval(sect, pos, sect->floorz));
}
//==========================================================================
//
// slope sprites
//
//==========================================================================
inline void spriteSetSlope(DCoreActor* actor, int heinum)
{
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
actor->spr.xoffset = heinum & 255;
actor->spr.yoffset = (heinum >> 8) & 255;
actor->spr.cstat = (actor->spr.cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
}
}
inline int spriteGetSlope(DCoreActor* actor)
{
return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (int8_t(actor->spr.yoffset) << 8);
}
// same stuff, different flag...
inline int tspriteGetSlope(const tspritetype* spr)
{
return !(spr->clipdist & TSPR_SLOPESPRITE) ? 0 : uint8_t(spr->xoffset) + (int8_t(spr->yoffset) << 8);
}
inline double spriteGetZOfSlopef(const spritetypebase* tspr, const DVector2& pos, int heinum)
{
if (heinum == 0) return tspr->pos.Z;
return tspr->pos.Z + heinum * -tspr->Angles.Yaw.ToVector().dot(pos - tspr->pos.XY()) * (1. / SLOPEVAL_FACTOR);
}
//==========================================================================
//
// end of slopes
//
//==========================================================================
enum EFindNextSector
{
Find_Floor = 0,
Find_Ceiling = 1,
Find_Down = 0,
Find_Up = 2,
Find_Safe = 4,
Find_CeilingUp = Find_Ceiling | Find_Up,
Find_CeilingDown = Find_Ceiling | Find_Down,
Find_FloorUp = Find_Floor | Find_Up,
Find_FloorDown = Find_Floor | Find_Down,
};
sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags);
int isAwayFromWall(DCoreActor* ac, double delta);
// important note: This returns positive for 'in front' with renderer coordinates.
// Due to Build's inverted coordinate system it will return negative for 'in front' there.
inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
{
return (pos.X - line->pos.X) * line->delta().Y - (pos.Y - line->pos.Y) * line->delta().X;
}
extern int numshades;
// Return type is int because this gets passed to variadic functions where structs may produce undefined behavior.
inline int shadeToLight(int shade)
{
shade = clamp(shade, 0, numshades - 1);
int light = Scale(numshades - 1 - shade, 255, numshades - 1);
return PalEntry(255, light, light, light);
}
inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
{
if (sect && !lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
}
inline int I_GetBuildTime()
{
return I_GetTime(120);
}
// these are mainly meant as refactoring aids to mark function calls to work on.
inline int wallindex(const walltype* wal)
{
return wall.IndexOf(wal);
}
inline int sectindex(const sectortype* sect)
{
return sector.IndexOf(sect);
}
inline DVector2 NearestPointOnWall(double px, double py, const walltype* wal, bool clamp = true)
{
return NearestPointOnLine(px, py, wal->pos.X, wal->pos.Y, wal->point2Wall()->pos.X, wal->point2Wall()->pos.Y, clamp);
}
inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
{
auto pt = NearestPointOnWall(px, py, wal);
if (point) *point = pt;
return SquareDist(px, py, pt.X, pt.Y);
}
double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point = nullptr);
inline double BobVal(int val)
{
return g_sinbam((unsigned)val << 21);
}
inline double BobVal(double val)
{
return g_sinbam(xs_CRoundToUInt(val * (1 << 21)));
}
inline DAngle GetMinPitch()
{
return !cl_clampedpitch ? (DAngle90 - minAngle) : gi->playerPitchMin();
}
inline DAngle GetMaxPitch()
{
return !cl_clampedpitch ? (minAngle - DAngle90) : gi->playerPitchMax();
}
inline DAngle ClampViewPitch(const DAngle& pitch)
{
return clamp(pitch, GetMaxPitch(), GetMinPitch());
}
inline void setFreeAimVelocity(double& vel, double& zvel, const DAngle pitch, const double zvspeed)
{
vel *= pitch.Cos();
zvel = pitch.Sin() * zvspeed;
}
inline int getWrappedIndex(const int index, const int maxvalue)
{
return ((index % maxvalue) + maxvalue) % maxvalue;
}
#include "updatesector.h"