raze/source/core/gamefuncs.cpp
Christoph Oelckers 30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00

260 lines
8.2 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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 "gamefuncs.h"
#include "gamestruct.h"
//---------------------------------------------------------------------------
//
// Unified chasecam function for all games.
//
//---------------------------------------------------------------------------
int cameradist, cameraclock;
bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio)
{
hitdata_t hitinfo;
binangle daang;
short bakcstat;
int newdist;
assert(*psectnum >= 0 && *psectnum < MAXSECTORS);
// Calculate new pos to shoot backwards, using averaged values from the big three.
int nx = gi->chaseCamX(ang);
int ny = gi->chaseCamY(ang);
int nz = gi->chaseCamZ(horiz);
vec3_t pvect = { *px, *py, *pz };
bakcstat = pspr->cstat;
pspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
updatesectorz(*px, *py, *pz, psectnum);
hitscan(&pvect, *psectnum, nx, ny, nz, &hitinfo, CLIPMASK1);
pspr->cstat = bakcstat;
int hx = hitinfo.pos.x - *px;
int hy = hitinfo.pos.y - *py;
if (*psectnum < 0)
{
return false;
}
assert(*psectnum >= 0 && *psectnum < MAXSECTORS);
// If something is in the way, make pp->camera_dist lower if necessary
if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
{
if (hitinfo.wall >= 0)
{
// Push you a little bit off the wall
*psectnum = hitinfo.sect;
daang = bvectangbam(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
newdist = nx * daang.bsin() + ny * -daang.bcos();
if (abs(nx) > abs(ny))
hx -= MulScale(nx, newdist, 28);
else
hy -= MulScale(ny, newdist, 28);
}
else if (hitinfo.sprite < 0)
{
// Push you off the ceiling/floor
*psectnum = hitinfo.sect;
if (abs(nx) > abs(ny))
hx -= (nx >> 5);
else
hy -= (ny >> 5);
}
else
{
// If you hit a sprite that's not a wall sprite - try again.
spritetype* hspr = &sprite[hitinfo.sprite];
if (!(hspr->cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
bakcstat = hspr->cstat;
hspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
calcChaseCamPos(px, py, pz, pspr, psectnum, ang, horiz, smoothratio);
hspr->cstat = bakcstat;
return false;
}
else
{
// same as wall calculation.
daang = buildang(pspr->ang - 512);
newdist = nx * daang.bsin() + ny * -daang.bcos();
if (abs(nx) > abs(ny))
hx -= MulScale(nx, newdist, 28);
else
hy -= MulScale(ny, newdist, 28);
}
}
if (abs(nx) > abs(ny))
newdist = DivScale(hx, nx, 16);
else
newdist = DivScale(hy, ny, 16);
if (newdist < cameradist)
cameradist = newdist;
}
// Actually move you! (Camerdist is 65536 if nothing is in the way)
*px += MulScale(nx, cameradist, 16);
*py += MulScale(ny, cameradist, 16);
*pz += MulScale(nz, cameradist, 16);
// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
int myclock = PlayClock + MulScale(120 / GameTicRate, smoothratio, 16);
if (cameraclock == INT_MIN)
{
// Third person view was just started.
cameraclock = myclock;
}
// Slowly increase cameradist until it reaches 65536.
cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
cameraclock = myclock;
// Make sure psectnum is correct.
updatesectorz(*px, *py, *pz, psectnum);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool spriteIsModelOrVoxel(const spritetype * tspr)
{
if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags & SPREXT_NOTMD)
return false;
if (hw_models)
{
auto& mdinfo = tile2model[Ptile2tile(tspr->picnum, tspr->pal)];
if (mdinfo.modelid >= 0 && mdinfo.framenum >= 0) return true;
}
auto slabalign = (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB;
if (r_voxels && !slabalign && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]]) return true;
return (slabalign && voxmodels[tspr->picnum]);
}
//==========================================================================
//
// note that this returns values in renderer coordinate space with inverted sign!
//
//==========================================================================
void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
{
float ceilz = float(sec->ceilingz);
float florz = float(sec->floorz);
if (((sec->ceilingstat | sec->floorstat) & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
{
auto wal = &wall[sec->wallptr];
auto wal2 = &wall[wal->point2];
float dx = wal2->x - wal->x;
float dy = wal2->y - wal->y;
int i = (int)sqrt(dx * dx + dy * dy) << 5; // length of sector's first wall.
if (i != 0)
{
float const j = (dx * (day - wal->y) - dy * (dax - wal->x)) * (1.f / 8.f);
if (sec->ceilingstat & CSTAT_SECTOR_SLOPE) ceilz += (sec->ceilingheinum * j) / i;
if (sec->floorstat & CSTAT_SECTOR_SLOPE) florz += (sec->floorheinum * j) / i;
}
}
// Scale to render coordinates.
if (pceilz) *pceilz = ceilz * -(1.f / 256.f);
if (pflorz) *pflorz = florz * -(1.f / 256.f);
}
//==========================================================================
//
// Calculate the position of a wall sprite in the world
//
//==========================================================================
void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out)
{
int x = bsin(spr->ang) * spr->xrepeat;
int y = -bcos(spr->ang) * spr->xrepeat;
int width = tileWidth(spr->picnum);
int xoff = tileLeftOffset(spr->picnum) + spr->xoffset;
if (spr->cstat & CSTAT_SPRITE_XFLIP) xoff = -xoff;
int origin = (width >> 1) + xoff;
out[0].x = pos.x - MulScale(x, origin, 16);
out[0].y = pos.y - MulScale(y, origin, 16);
out[1].x = out[0].x + MulScale(x, width, 16);
out[1].y = out[0].y + MulScale(y, width, 16);
}
//==========================================================================
//
// Calculate the position of a wall sprite in the world
//
//==========================================================================
void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out)
{
auto tex = tileGetTexture(spr->picnum);
int width = tex->GetTexelWidth() * spr->xrepeat;
int height = tex->GetTexelHeight() * spr->yrepeat;
int leftofs = (tex->GetTexelLeftOffset() + spr->xoffset) * spr->xrepeat;
int topofs = (tex->GetTexelTopOffset() + spr->yoffset) * spr->yrepeat;
if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
int sprcenterx = (width >> 1) + leftofs;
int sprcentery = (height >> 1) + topofs;
int cosang = bcos(spr->ang);
int sinang = bsin(spr->ang);
out[0].x = pos.x + DMulScale(sinang, sprcenterx, cosang, sprcentery, 16);
out[0].y = pos.y + DMulScale(sinang, sprcentery, -cosang, sprcenterx, 16);
out[1].x = out[0].x - MulScale(sinang, width, 16);
out[1].y = out[0].y + MulScale(cosang, width, 16);
vec2_t sub = { MulScale(cosang, height, 16), MulScale(sinang, height, 16) };
out[2] = out[1] - sub;
out[3] = out[0] - sub;
}