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147f5ac8a0
We will need this for SW's actors
517 lines
9.5 KiB
C++
517 lines
9.5 KiB
C++
#pragma once
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#include <stdint.h>
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#include "maptypes.h"
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#include "build.h"
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#include "actorinfo.h"
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#include "clip.h"
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enum
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{
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MAXSTATUS = 1024
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};
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struct FWallSpriteDesc
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{
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walltype* wall;
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float offsetOnWall;
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};
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// This is for quick determination of walls a wall sprite is attached to.
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struct FWallSpriteInfo
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{
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tspritetype base; // this is needed for checking if something has changed.
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TArray<FWallSpriteDesc> connections[2]; // two lists - for front and back
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};
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class DCoreActor : public DObject
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{
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DECLARE_CLASS(DCoreActor, DObject)
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HAS_OBJECT_POINTERS
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// common part of the game actors
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public:
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// These two are needed because we cannot rely on the ones in the sprites for unlinking.
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int link_stat;
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sectortype* link_sector;
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DCoreActor* prevStat, * nextStat;
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DCoreActor* prevSect, * nextSect;
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FWallSpriteInfo* wallspriteinfo; // this is render data but needs to be attached to the actor so it can be found.
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spritetype spr;
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spriteext_t sprext;
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spritesmooth_t spsmooth;
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DVector3 opos;
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DRotator PrevAngles;
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DVector3 vel;
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double oviewzoffset, viewzoffset;
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double clipdist;
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int time;
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int16_t spritesetindex;
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FTextureID dispictex;
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DCoreActor() = default;
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virtual ~DCoreActor() = default;
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DCoreActor(const DCoreActor& other) = delete; // we also do not want to allow copies.
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DCoreActor& operator=(const DCoreActor& other) = delete;
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virtual void Serialize(FSerializer& arc);
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virtual void BeginPlay() {}
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void OnDestroy() override;
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size_t PropagateMark() override;
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double GetOffsetAndHeight(double& height);
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void initFromSprite(spritetype* pspr);
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bool exists() const
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{
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return (unsigned)spr.statnum < MAXSTATUS;
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}
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int GetIndex() const
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{
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// This is only identical with the sprite index for items spawned at map start.
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return time;
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}
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const vec3_t int_pos() const
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{
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return { int(spr.pos.X * worldtoint), int(spr.pos.Y * worldtoint), int(spr.pos.Z * zworldtoint) };
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}
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constexpr int int_ang() const
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{
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return spr.Angles.Yaw.Buildang();
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}
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void norm_ang()
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{
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spr.Angles.Yaw = spr.Angles.Yaw.Normalized360();
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}
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DVector3 interpolatedpos(double const interpfrac)
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{
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return interpolatedvalue(opos, spr.pos, interpfrac);
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}
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DAngle interpolatedyaw(double const interpfrac)
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{
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return interpolatedvalue(PrevAngles.Yaw, spr.Angles.Yaw, interpfrac);
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}
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void backupz()
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{
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opos.Z = spr.pos.Z;
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oviewzoffset = viewzoffset;
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}
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void backupvec2()
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{
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opos.XY() = spr.pos.XY();
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}
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void backuppos()
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{
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opos = spr.pos;
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oviewzoffset = viewzoffset;
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}
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void backupang()
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{
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PrevAngles = spr.Angles;
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}
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void backuploc()
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{
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backuppos();
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backupang();
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}
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void restorez()
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{
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spr.pos.Z = opos.Z;
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viewzoffset = oviewzoffset;
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}
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void restorevec2()
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{
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spr.pos.XY() = opos.XY();
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}
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void restorepos()
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{
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spr.pos = opos;
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viewzoffset = oviewzoffset;
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}
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void restoreang()
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{
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spr.Angles = PrevAngles;
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}
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void restoreloc()
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{
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restorepos();
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restoreang();
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}
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double getOffsetZ()
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{
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return spr.pos.Z + viewzoffset;
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}
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double getPrevOffsetZ()
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{
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return opos.Z + oviewzoffset;
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}
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DVector3 getPosWithOffsetZ()
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{
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return spr.pos.plusZ(viewzoffset);
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}
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DVector3 getPrevPosWithOffsetZ()
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{
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return opos.plusZ(oviewzoffset);
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}
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DVector3 getRenderPos(const double interpfrac)
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{
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return interpolatedpos(interpfrac).plusZ(interpolatedvalue(oviewzoffset, viewzoffset, interpfrac));
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}
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sectortype* sector() const
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{
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return spr.sectp;
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}
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bool insector() const
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{
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return spr.sectp != nullptr;
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}
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void setsector(sectortype* sect)
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{
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// place for asserts.
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spr.sectp = sect;
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}
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int sectno() const
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{
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return spr.sectp ? ::sector.IndexOf(spr.sectp) : -1;
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}
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auto spriteset() const
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{
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return static_cast<PClassActor*>(GetClass())->ActorInfo()->SpriteSet;
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}
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int native_clipdist()
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{
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return int(clipdist * 4);
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}
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void copy_clipdist(DCoreActor* other)
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{
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clipdist = other->clipdist;
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}
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};
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// holds pointers to the game-side actors.
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extern TArray<sectortype> sector;
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extern TArray<walltype> wall;
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// Masking these into the object index to keep it in 16 bit was probably the single most dumbest and pointless thing Build ever did.
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// Names taken from DukeGDX
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enum EHitBits
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{
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kHitNone = 0,
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kHitSector = 0x4000,
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kHitWall = 0x8000,
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kHitSprite = 0xC000,
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kHitVoid = 0x10000, // SW only
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};
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// This serves as input/output for all functions dealing with collisions, hits, etc.
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// Not all utilities use all variables.
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struct HitInfoBase
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{
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DVector3 hitpos;
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sectortype* hitSector;
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walltype* hitWall;
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DCoreActor* hitActor;
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void clearObj()
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{
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hitSector = nullptr;
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hitWall = nullptr;
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hitActor = nullptr;
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}
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void set(sectortype* sect, walltype* wal, DCoreActor* actor, const DVector3& pos)
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{
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hitSector = sect;
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hitWall = wal;
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hitActor = actor;
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hitpos = pos;
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}
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};
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template<class T>
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struct THitInfo : public HitInfoBase
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{
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T* actor() const { return static_cast<T*>(hitActor); }
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};
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struct CollisionBase
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{
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int type;
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int exbits; // extended game-side info (only used by Exhumed)
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union
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{
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// can only have one at a time
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sectortype* hitSector;
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walltype* hitWall;
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DCoreActor* hitActor;
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};
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void invalidate()
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{
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type = -1; // something invalid that's not a valid hit type.
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hitSector = nullptr;
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}
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int setNone()
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{
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*this = {};
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return kHitNone;
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}
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int setSector(int num)
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{
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*this = {};
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type = kHitSector;
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hitSector = §or[num];
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return kHitSector;
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}
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int setSector(sectortype* num)
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{
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*this = {};
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type = kHitSector;
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hitSector = num;
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return kHitSector;
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}
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int setWall(int num)
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{
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*this = {};
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type = kHitWall;
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hitWall = &wall[num];
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return kHitWall;
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}
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int setWall(walltype* num)
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{
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*this = {};
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type = kHitWall;
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hitWall = num;
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return kHitWall;
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}
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int setSprite(DCoreActor* num)
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{
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*this = {};
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type = kHitSprite;
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hitActor = num;
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return kHitSprite;
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}
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int setVoid()
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{
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hitSector = nullptr;
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type = kHitVoid;
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return kHitVoid;
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}
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};
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template<class T>
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struct TCollision : public CollisionBase
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{
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T* actor() const
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{
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return static_cast<T*>(hitActor);
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}
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// normally collision data is short lived, this is only needed in some very rare circumstances.
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T* safeActor()
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{
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return static_cast<T*>(GC::ReadBarrier(hitActor));
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}
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auto operator=(const CollisionBase& other)
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{
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*(CollisionBase*)this = other;
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return *this;
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}
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};
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struct ActorStatList
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{
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DCoreActor* firstEntry, * lastEntry;
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};
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extern ActorStatList statList[MAXSTATUS];
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template<class TActor>
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class TStatIterator
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{
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DCoreActor* next;
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public:
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TStatIterator(int stat)
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{
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next = statList[stat].firstEntry;
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}
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void Reset(int stat)
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{
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next = statList[stat].firstEntry;
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}
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TActor* Next()
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{
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auto n = next;
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if (next) next = next->nextStat;
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return static_cast<TActor*>(n);
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}
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TActor* Peek()
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{
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return static_cast<TActor*>(next);
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}
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};
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template<class TActor>
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class TSectIterator
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{
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DCoreActor* next;
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public:
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TSectIterator(int stat)
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{
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next = sector[stat].firstEntry;
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}
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TSectIterator(sectortype* stat)
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{
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next = stat->firstEntry;
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}
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void Reset(int stat)
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{
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next = sector[stat].firstEntry;
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}
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void Reset(sectortype* stat)
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{
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next = stat->firstEntry;
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}
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TActor* Next()
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{
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auto n = next;
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if (next) next = next->nextSect;
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return static_cast<TActor*>(n);
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}
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TActor* Peek()
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{
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return static_cast<TActor*>(next);
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}
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};
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// An iterator to iterate over all sprites.
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template<class TActor>
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class TSpriteIterator
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{
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TStatIterator<TActor> it;
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int stat = 0;
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public:
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TSpriteIterator() : it(0) {}
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TActor* Next()
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{
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while (stat < MAXSTATUS)
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{
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auto ac = it.Next();
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if (ac) return ac;
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stat++;
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if (stat < MAXSTATUS) it.Reset(stat);
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}
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return nullptr;
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}
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void Reset()
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{
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stat = 0;
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it.Reset(0);
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}
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};
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using CoreSectIterator = TSectIterator<DCoreActor>;
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DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool forcetail = false);
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void ChangeActorSect(DCoreActor* actor, sectortype* sector, bool forcetail = false);
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int ChangeActorStat(DCoreActor* actor, int nStatus, bool forcetail = false);
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void InitSpriteLists();
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void SetActorZ(DCoreActor* actor, const DVector3& newpos);
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void SetActor(DCoreActor* actor, const DVector3& newpos);
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inline int clipmove(DVector3& pos, sectortype** const sect, const DVector2& mvec,
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double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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{
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auto vect = vec3_t(int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint));
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int sectno = *sect ? sector.IndexOf(*sect) : -1;
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result = clipmove_(&vect, §no, FloatToFixed<18>(mvec.X), FloatToFixed<18>(mvec.Y), int(walldist * worldtoint), int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, clipmoveboxtracenum);
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pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
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*sect = sectno == -1 ? nullptr : §or[sectno];
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return result.type;
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}
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inline int clipmove(DVector2& pos, double z, sectortype** const sect, const DVector2& mvec,
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double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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{
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auto vect = DVector3(pos, z);
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auto res = clipmove(vect, sect, mvec, walldist, ceildist, flordist, cliptype, result);
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pos = vect.XY();
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return res;
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}
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inline PClassActor* PClass::FindActor(FName name)
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{
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auto cls = FindClass(name);
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return cls && cls->IsDescendantOf(RUNTIME_CLASS(DCoreActor)) ? static_cast<PClassActor*>(cls) : nullptr;
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}
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inline DCoreActor* GetDefaultByType(const PClass* type)
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{
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return (DCoreActor*)(type->Defaults);
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}
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inline PClassActor* ValidateActor(PClass* cls)
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{
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return cls && cls->IsDescendantOf(RUNTIME_CLASS(DCoreActor)) ? static_cast<PClassActor*>(cls) : nullptr;
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}
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