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aab13addb7
Mainly for easier searching. Also remove the duplicate ‚detail‘ field.
545 lines
15 KiB
C++
545 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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 "gamefuncs.h"
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#include "gamestruct.h"
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#include "intvec.h"
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#include "coreactor.h"
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#include "interpolate.h"
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//---------------------------------------------------------------------------
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//
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// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* act, sectortype** psect, binangle ang, fixedhoriz horiz, double const smoothratio)
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{
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HitInfoBase hitinfo;
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binangle daang;
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int newdist;
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if (!*psect) return false;
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// Calculate new pos to shoot backwards, using averaged values from the big three.
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int nx = gi->chaseCamX(ang);
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int ny = gi->chaseCamY(ang);
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int nz = gi->chaseCamZ(horiz);
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auto bakcstat = act->spr.cstat;
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act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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updatesectorz(*px, *py, *pz, psect);
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hitscan({ *px, *py, *pz }, *psect, { nx, ny, nz }, hitinfo, CLIPMASK1);
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act->spr.cstat = bakcstat;
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int hx = hitinfo.hitpos.X - *px;
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int hy = hitinfo.hitpos.Y - *py;
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if (*psect == nullptr)
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{
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return false;
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}
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// If something is in the way, make pp->camera_dist lower if necessary
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if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
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{
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if (hitinfo.hitWall != nullptr)
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{
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// Push you a little bit off the wall
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*psect = hitinfo.hitSector;
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daang = bvectangbam(hitinfo.hitWall->point2Wall()->pos.X - hitinfo.hitWall->pos.X,
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hitinfo.hitWall->point2Wall()->pos.Y - hitinfo.hitWall->pos.Y);
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newdist = nx * daang.bsin() + ny * -daang.bcos();
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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else
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hy -= MulScale(ny, newdist, 28);
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}
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else if (hitinfo.hitActor == nullptr)
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{
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// Push you off the ceiling/floor
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*psect = hitinfo.hitSector;
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if (abs(nx) > abs(ny))
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hx -= (nx >> 5);
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else
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hy -= (ny >> 5);
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}
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else
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{
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// If you hit a sprite that's not a wall sprite - try again.
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auto hit = hitinfo.hitActor;
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if (!(hit->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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bakcstat = hit->spr.cstat;
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hit->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(px, py, pz, act, psect, ang, horiz, smoothratio);
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hit->spr.cstat = bakcstat;
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return false;
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}
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else
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{
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// same as wall calculation.
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daang = buildang(act->spr.ang - 512);
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newdist = nx * daang.bsin() + ny * -daang.bcos();
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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else
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hy -= MulScale(ny, newdist, 28);
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}
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}
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if (abs(nx) > abs(ny))
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newdist = DivScale(hx, nx, 16);
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else
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newdist = DivScale(hy, ny, 16);
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if (newdist < cameradist)
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cameradist = newdist;
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}
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// Actually move you! (Camerdist is 65536 if nothing is in the way)
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*px += MulScale(nx, cameradist, 16);
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*py += MulScale(ny, cameradist, 16);
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*pz += MulScale(nz, cameradist, 16);
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// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
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int myclock = PlayClock + MulScale(120 / GameTicRate, int(smoothratio), 16);
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if (cameraclock == INT_MIN)
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{
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// Third person view was just started.
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cameraclock = myclock;
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}
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// Slowly increase cameradist until it reaches 65536.
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cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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cameraclock = myclock;
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// Make sure psectnum is correct.
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updatesectorz(*px, *py, *pz, psect);
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return true;
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}
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//==========================================================================
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//
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// consolidated slope calculation
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//
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//==========================================================================
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void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, float* pflorz)
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{
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int bits = 0;
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if (pceilz)
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{
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bits |= sec->ceilingstat;
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*pceilz = float(sec->ceilingz);
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}
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if (pflorz)
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{
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bits |= sec->floorstat;
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*pflorz = float(sec->floorz);
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}
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if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = sec->firstWall();
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int len = wal->Length();
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if (len != 0)
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{
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float fac = (wal->deltax() * (float(ypos - wal->wall_int_pos().Y)) - wal->deltay() * (float(xpos - wal->wall_int_pos().X))) * (1.f / 256.f) / len;
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if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac);
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if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac);
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}
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}
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}
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//==========================================================================
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//
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// for the renderer (Polymost variants are in polymost.cpp)
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//
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//==========================================================================
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void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
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{
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calcSlope(sec, dax * worldtoint, day * worldtoint, pceilz, pflorz);
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if (pceilz) *pceilz *= -(1 / 256.f);
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if (pflorz) *pflorz *= -(1 / 256.f);
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}
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//==========================================================================
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//
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// for the games (these are not inlined so that they can inline calcSlope)
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//
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//==========================================================================
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int getceilzofslopeptr(const sectortype* sec, int dax, int day)
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{
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float z;
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calcSlope(sec, dax, day, &z, nullptr);
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return int(z);
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}
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int getflorzofslopeptr(const sectortype* sec, int dax, int day)
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{
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float z;
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calcSlope(sec, dax, day, nullptr, &z);
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return int(z);
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}
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void getzsofslopeptr(const sectortype* sec, int dax, int day, int* ceilz, int* florz)
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{
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float c, f;
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calcSlope(sec, dax, day, &c, &f);
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*ceilz = int(c);
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*florz = int(f);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int getslopeval(sectortype* sect, int x, int y, int z, int basez)
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{
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auto wal = sect->firstWall();
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auto delta = wal->delta();
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int i = (y - wal->wall_int_pos().Y) * delta.X - (x - wal->wall_int_pos().X) * delta.Y;
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return i == 0? 0 : Scale((z - basez) << 8, wal->Length(), i);
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render)
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{
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auto tex = tileGetTexture(spr->picnum);
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int width, leftofs;
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if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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{
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width = TileFiles.tiledata[spr->picnum].hiofs.xsize;
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leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + spr->xoffset);
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}
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else
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{
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width = (int)tex->GetDisplayWidth();
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leftofs = ((int)tex->GetDisplayLeftOffset() + spr->xoffset);
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}
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int x = bsin(spr->ang) * spr->xrepeat;
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int y = -bcos(spr->ang) * spr->xrepeat;
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int xoff = leftofs;
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if (spr->cstat & CSTAT_SPRITE_XFLIP) xoff = -xoff;
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int origin = (width >> 1) + xoff;
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out[0].X = pos.X - MulScale(x, origin, 16);
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out[0].Y = pos.Y - MulScale(y, origin, 16);
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out[1].X = out[0].X + MulScale(x, width, 16);
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out[1].Y = out[0].Y + MulScale(y, width, 16);
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void TGetFlatSpritePosition(const spritetypebase* spr, vec2_t pos, vec2_t* out, int* outz, int heinum, bool render)
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{
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auto tex = tileGetTexture(spr->picnum);
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int width, height, leftofs, topofs;
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int ratio = ksqrt(heinum * heinum + 4096 * 4096);
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int xo = heinum ? 0 : spr->xoffset;
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int yo = heinum ? 0 : spr->yoffset;
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if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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{
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width = TileFiles.tiledata[spr->picnum].hiofs.xsize * spr->xrepeat;
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height = TileFiles.tiledata[spr->picnum].hiofs.ysize * spr->yrepeat;
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leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + xo) * spr->xrepeat;
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topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + yo) * spr->yrepeat;
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}
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else
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{
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width = (int)tex->GetDisplayWidth() * spr->xrepeat;
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height = (int)tex->GetDisplayHeight() * spr->yrepeat;
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leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * spr->xrepeat;
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topofs = ((int)tex->GetDisplayTopOffset() + yo) * spr->yrepeat;
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}
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if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
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if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
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int sprcenterx = (width >> 1) + leftofs;
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int sprcentery = (height >> 1) + topofs;
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int cosang = bcos(spr->ang);
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int sinang = bsin(spr->ang);
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int cosangslope = DivScale(cosang, ratio, 12);
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int sinangslope = DivScale(sinang, ratio, 12);
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out[0].X = pos.X + DMulScale(sinang, sprcenterx, cosangslope, sprcentery, 16);
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out[0].Y = pos.Y + DMulScale(sinangslope, sprcentery, -cosang, sprcenterx, 16);
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out[1].X = out[0].X - MulScale(sinang, width, 16);
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out[1].Y = out[0].Y + MulScale(cosang, width, 16);
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vec2_t sub = { MulScale(cosangslope, height, 16), MulScale(sinangslope, height, 16) };
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out[2] = out[1] - sub;
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out[3] = out[0] - sub;
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if (outz)
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{
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if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0;
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else
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{
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for (int i = 0; i < 4; i++)
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{
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int spos = DMulScale(-sinang, out[i].Y - spr->pos.Y, -cosang, out[i].X - spr->pos.X, 4);
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outz[i] = MulScale(heinum, spos, 18);
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}
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}
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}
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}
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void GetFlatSpritePosition(DCoreActor* actor, vec2_t pos, vec2_t* out, bool render)
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{
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TGetFlatSpritePosition(&actor->spr, pos, out, nullptr, spriteGetSlope(actor), render);
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}
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void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, int* outz, bool render)
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{
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TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render);
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}
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//==========================================================================
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//
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// Check if some walls are set to use rotated textures.
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// Ideally this should just have been done with texture rotation,
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// but the effects on the render code would be too severe due to the alignment mess.
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//
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//==========================================================================
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void checkRotatedWalls()
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{
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for (auto& w : wall)
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{
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if (w.cstat & CSTAT_WALL_ROTATE_90)
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{
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auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
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if (tile.newtile == -1 && tile.owner == -1)
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{
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auto owner = w.picnum + animateoffs(w.picnum, 16384);
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tile.newtile = TileFiles.tileCreateRotated(owner);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = w.picnum + animateoffs(w.picnum, 16384);
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}
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}
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}
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}
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//==========================================================================
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//
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// check if two sectors share a wall connection
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//
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//==========================================================================
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bool sectorsConnected(int sect1, int sect2)
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{
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for (auto& wal : wallsofsector(sect1))
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{
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if (wal.nextsector == sect2) return true;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void dragpoint(walltype* startwall, int newx, int newy)
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{
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vertexscan(startwall, [&](walltype* wal)
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{
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wal->movexy(newx, newy);
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wal->sectorp()->exflags |= SECTOREX_DRAGGED;
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});
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}
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void dragpoint(walltype* startwall, const DVector2& pos)
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{
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vertexscan(startwall, [&](walltype* wal)
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{
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wal->move(pos);
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wal->sectorp()->exflags |= SECTOREX_DRAGGED;
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});
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DVector2 rotatepoint(const DVector2& pivot, const DVector2& point, binangle angle)
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{
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auto cosang = g_cosbam(angle.asbam());
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auto sinang = g_sinbam(angle.asbam());
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auto p = point - pivot;
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return {
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p.X * cosang - p.Y * sinang + pivot.X,
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p.Y * cosang + p.X * sinang + pivot.Y };
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int inside(double x, double y, const sectortype* sect)
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{
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if (sect)
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{
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int64_t acc = 1;
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for (auto& wal : wallsofsector(sect))
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{
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// Perform the checks here in 48.16 fixed point.
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// Doing it directly with floats and multiplications does not work reliably.
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// Unfortunately, due to the conversions, this is a bit slower. :(
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int64_t xs = int64_t(0x10000 * (wal.pos.X - x));
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int64_t ys = int64_t(0x10000 * (wal.pos.Y - y));
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auto wal2 = wal.point2Wall();
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int64_t xe = int64_t(0x10000 * (wal2->pos.X - x));
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int64_t ye = int64_t(0x10000 * (wal2->pos.Y - y));
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if ((ys ^ ye) < 0)
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{
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int64_t val;
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if ((xs ^ xe) >= 0) val = xs;
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else val = ((xs * ye) - xe * ys) ^ ye;
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acc ^= val;
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}
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}
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return acc < 0;
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}
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return -1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor)
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{
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validateTSpriteSize(tsprite, spritesortcnt);
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if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr;
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auto tspr = &tsprite[spritesortcnt++];
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tspr->pos = actor->spr.pos;
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tspr->cstat = actor->spr.cstat;
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tspr->picnum = actor->spr.picnum;
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tspr->shade = actor->spr.shade;
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tspr->pal = actor->spr.pal;
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tspr->clipdist = 0;
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tspr->blend = actor->spr.blend;
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tspr->xrepeat = actor->spr.xrepeat;
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tspr->yrepeat = actor->spr.yrepeat;
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tspr->xoffset = actor->spr.xoffset;
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tspr->yoffset = actor->spr.yoffset;
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tspr->sectp = actor->spr.sectp;
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tspr->statnum = actor->spr.statnum;
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tspr->ang = actor->spr.ang;
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tspr->xvel = actor->spr.xvel;
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tspr->yvel = actor->spr.yvel;
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tspr->zvel = actor->spr.zvel;
|
|
tspr->lotag = actor->spr.lotag;
|
|
tspr->hitag = actor->spr.hitag;
|
|
tspr->extra = actor->spr.extra;
|
|
tspr->time = actor->time;
|
|
tspr->cstat2 = actor->spr.cstat2;
|
|
tspr->ownerActor = actor;
|
|
|
|
// need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'.
|
|
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
|
{
|
|
tspr->cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL;
|
|
tspr->clipdist |= TSPR_SLOPESPRITE;
|
|
}
|
|
|
|
return tspr;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// vector serializers
|
|
//
|
|
//==========================================================================
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* key, vec2_t& c, vec2_t* def)
|
|
{
|
|
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("x", c.X, def ? &def->X : nullptr)
|
|
("y", c.Y, def ? &def->Y : nullptr)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def)
|
|
{
|
|
if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc;
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("x", c.X, def ? &def->X : nullptr)
|
|
("y", c.Y, def ? &def->Y : nullptr)
|
|
("z", c.Z, def ? &def->Z : nullptr)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|