mirror of
https://github.com/ZDoom/gzdoom-gles.git
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273758344f
information of all actors in the sector needs to be updated. SVN r1600 (trunk)
650 lines
18 KiB
C++
650 lines
18 KiB
C++
/*
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** p_trace.cpp
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** Generalized trace function, like most 3D games have
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "p_trace.h"
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#include "p_local.h"
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#include "i_system.h"
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#include "r_sky.h"
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#include "doomstat.h"
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struct FTraceInfo
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{
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fixed_t StartX, StartY, StartZ;
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fixed_t Vx, Vy, Vz;
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DWORD ActorMask, WallMask;
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AActor *IgnoreThis;
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FTraceResults *Results;
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sector_t *CurSector;
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fixed_t MaxDist;
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fixed_t EnterDist;
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bool (*TraceCallback)(FTraceResults &res);
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DWORD TraceFlags;
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int inshootthrough;
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// These are required for 3D-floor checking
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// to create a fake sector with a floor
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// or ceiling plane coming from a 3D-floor
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sector_t DummySector[2];
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int sectorsel;
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bool TraceTraverse (int ptflags);
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bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
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};
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static bool EditTraceResult (DWORD flags, FTraceResults &res);
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bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
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DWORD actorMask, DWORD wallMask, AActor *ignore,
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FTraceResults &res,
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DWORD flags, bool (*callback)(FTraceResults &res))
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{
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int ptflags;
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FTraceInfo inf;
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ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS : PT_ADDLINES;
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inf.StartX = x;
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inf.StartY = y;
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inf.StartZ = z;
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inf.Vx = vx;
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inf.Vy = vy;
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inf.Vz = vz;
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inf.ActorMask = actorMask;
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inf.WallMask = wallMask;
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inf.IgnoreThis = ignore;
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inf.CurSector = sector;
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inf.MaxDist = maxDist;
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inf.EnterDist = 0;
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inf.TraceCallback = callback;
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inf.TraceFlags = flags;
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res.CrossedWater = NULL;
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inf.Results = &res;
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inf.inshootthrough = true;
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res.HitType = TRACE_HitNone;
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// Do a 3D floor check in the starting sector
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memset(&res, 0, sizeof(res));
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inf.sectorsel=0;
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#ifdef _3DFLOORS
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TDeletingArray<F3DFloor*> &ff = sector->e->XFloor.ffloors;
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if (ff.Size())
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{
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memcpy(&inf.DummySector[0],sector,sizeof(sector_t));
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inf.CurSector=sector=&inf.DummySector[0];
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inf.sectorsel=1;
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fixed_t bf = sector->floorplane.ZatPoint (x, y);
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fixed_t bc = sector->ceilingplane.ZatPoint (x, y);
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for(unsigned int i=0;i<ff.Size();i++)
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{
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F3DFloor * rover=ff[i];
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if (!(rover->flags&FF_SHOOTTHROUGH) && rover->flags&FF_EXISTS)
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{
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
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fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
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// clip to the part of the sector we are in
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if (z>ff_top)
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{
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// above
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if (bf<ff_top)
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{
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sector->floorplane=*rover->top.plane;
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sector->SetTexture(sector_t::floor, *rover->top.texture, false);
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bf=ff_top;
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}
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}
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else if (z<ff_bottom)
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{
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//below
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if (bc>ff_bottom)
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{
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sector->ceilingplane=*rover->bottom.plane;
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sector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false);
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bc=ff_bottom;
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}
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}
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else
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{
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// inside
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if (bf<ff_bottom)
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{
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sector->floorplane=*rover->bottom.plane;
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sector->SetTexture(sector_t::floor, *rover->bottom.texture, false);
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bf=ff_bottom;
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}
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if (bc>ff_top)
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{
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sector->ceilingplane=*rover->top.plane;
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sector->SetTexture(sector_t::ceiling, *rover->top.texture, false);
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bc=ff_top;
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}
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inf.inshootthrough = false;
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}
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}
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}
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}
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#endif
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// check for overflows and clip if necessary
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SQWORD xd= (SQWORD)x + ( ( SQWORD(vx) * SQWORD(maxDist) )>>16);
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if (xd>SQWORD(32767)*FRACUNIT)
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{
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maxDist = inf.MaxDist=FixedDiv(FIXED_MAX-x,vx);
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}
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else if (xd<-SQWORD(32767)*FRACUNIT)
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{
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maxDist = inf.MaxDist=FixedDiv(FIXED_MIN-x,vx);
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}
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SQWORD yd= (SQWORD)y + ( ( SQWORD(vy) * SQWORD(maxDist) )>>16);
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if (yd>SQWORD(32767)*FRACUNIT)
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{
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maxDist = inf.MaxDist=FixedDiv(FIXED_MAX-y,vy);
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}
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else if (yd<-SQWORD(32767)*FRACUNIT)
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{
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maxDist = inf.MaxDist=FixedDiv(FIXED_MIN-y,vy);
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}
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// recalculate the trace's end points for robustness
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if (inf.TraceTraverse (ptflags))
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{ // check for intersection with floor/ceiling
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res.Sector = §ors[inf.CurSector->sectornum];
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if (inf.CheckSectorPlane (inf.CurSector, true))
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{
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res.HitType = TRACE_HitFloor;
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res.HitTexture = inf.CurSector->GetTexture(sector_t::floor);
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if (res.CrossedWater == NULL &&
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inf.CurSector->heightsec != NULL &&
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inf.CurSector->heightsec->floorplane.ZatPoint (res.X, res.Y) >= res.Z)
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{
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res.CrossedWater = §ors[inf.CurSector->sectornum];
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}
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}
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else if (inf.CheckSectorPlane (inf.CurSector, false))
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{
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res.HitType = TRACE_HitCeiling;
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res.HitTexture = inf.CurSector->GetTexture(sector_t::ceiling);
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}
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}
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if (res.HitType != TRACE_HitNone)
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{
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if (flags)
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{
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return EditTraceResult (flags, res);
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}
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else
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{
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return true;
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}
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}
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else
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{
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res.HitType = TRACE_HitNone;
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res.X = x + FixedMul (vx, maxDist);
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res.Y = y + FixedMul (vy, maxDist);
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res.Z = z + FixedMul (vz, maxDist);
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res.Distance = maxDist;
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res.Fraction = FRACUNIT;
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return false;
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}
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}
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bool FTraceInfo::TraceTraverse (int ptflags)
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{
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FPathTraverse it(StartX, StartY, StartX + FixedMul (Vx, MaxDist), StartY + FixedMul (Vy, MaxDist), ptflags);
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intercept_t *in;
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while ((in = it.Next()))
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{
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fixed_t hitx, hity, hitz;
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fixed_t dist;
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if (in->isaline)
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{
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int lineside;
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sector_t *entersector;
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dist = FixedMul (MaxDist, in->frac);
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hitx = StartX + FixedMul (Vx, dist);
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hity = StartY + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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fixed_t ff, fc, bf = 0, bc = 0;
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// CurSector may be a copy so we must compare the sector number, not the index!
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if (in->d.line->frontsector->sectornum == CurSector->sectornum)
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{
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lineside = 0;
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}
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else if (in->d.line->backsector && in->d.line->backsector->sectornum == CurSector->sectornum)
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{
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lineside = 1;
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}
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else
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{ // Dammit. Why does Doom have to allow non-closed sectors?
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if (in->d.line->backsector == NULL)
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{
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lineside = 0;
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CurSector = in->d.line->frontsector;
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}
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else
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{
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lineside = P_PointOnLineSide (StartX, StartY, in->d.line);
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CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
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}
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}
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if (!(in->d.line->flags & ML_TWOSIDED))
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{
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entersector = NULL;
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}
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else
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{
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entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
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// For backwards compatibility: Ignore lines with the same sector on both sides.
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// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
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if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
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{
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// We must check special activation here because the code below is never reached.
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if (TraceFlags & TRACE_PCross)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_PCross);
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}
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if (TraceFlags & TRACE_Impact)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
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continue;
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}
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}
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ff = CurSector->floorplane.ZatPoint (hitx, hity);
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fc = CurSector->ceilingplane.ZatPoint (hitx, hity);
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if (entersector != NULL)
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{
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bf = entersector->floorplane.ZatPoint (hitx, hity);
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bc = entersector->ceilingplane.ZatPoint (hitx, hity);
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}
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sector_t *hsec = CurSector->GetHeightSec();
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if (Results->CrossedWater == NULL &&
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hsec != NULL &&
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//CurSector->heightsec->waterzone &&
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hitz <= hsec->floorplane.ZatPoint (hitx, hity))
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{
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// hit crossed a water plane
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Results->CrossedWater = §ors[CurSector->sectornum];
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}
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if (hitz <= ff)
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{ // hit floor in front of wall
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Results->HitType = TRACE_HitFloor;
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Results->HitTexture = CurSector->GetTexture(sector_t::floor);
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}
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else if (hitz >= fc)
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{ // hit ceiling in front of wall
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Results->HitType = TRACE_HitCeiling;
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Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
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}
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else if (entersector == NULL ||
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hitz <= bf || hitz >= bc ||
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in->d.line->flags & WallMask)
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{ // hit the wall
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Results->HitType = TRACE_HitWall;
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Results->Tier =
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entersector == NULL ? TIER_Middle :
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hitz <= bf ? TIER_Lower :
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hitz >= bc ? TIER_Upper : TIER_Middle;
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if (TraceFlags & TRACE_Impact)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
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}
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else
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{ // made it past the wall
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#ifdef _3DFLOORS
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// check for 3D floors first
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if (entersector->e->XFloor.ffloors.Size())
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{
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memcpy(&DummySector[sectorsel],entersector,sizeof(sector_t));
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entersector=&DummySector[sectorsel];
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sectorsel^=1;
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for(unsigned int i=0;i<entersector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor * rover=entersector->e->XFloor.ffloors[i];
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int entershootthrough = !!(rover->flags&FF_SHOOTTHROUGH);
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if (entershootthrough != inshootthrough && rover->flags&FF_EXISTS)
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{
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(hitx, hity);
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fixed_t ff_top=rover->top.plane->ZatPoint(hitx, hity);
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// clip to the part of the sector we are in
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if (hitz>ff_top)
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{
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// above
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if (bf<ff_top)
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{
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entersector->floorplane=*rover->top.plane;
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entersector->SetTexture(sector_t::floor, *rover->top.texture, false);
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bf=ff_top;
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}
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}
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else if (hitz<ff_bottom)
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{
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//below
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if (bc>ff_bottom)
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{
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entersector->ceilingplane=*rover->bottom.plane;
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entersector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false);
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bc=ff_bottom;
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}
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}
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else
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{
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//hit the edge - equivalent to hitting the wall
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Results->HitType = TRACE_HitWall;
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Results->Tier = TIER_FFloor;
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Results->ffloor = rover;
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if ((TraceFlags & TRACE_Impact) && in->d.line->special)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
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goto cont;
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}
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}
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}
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}
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#endif
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Results->HitType = TRACE_HitNone;
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if (TraceFlags & TRACE_PCross)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_PCross);
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}
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if (TraceFlags & TRACE_Impact)
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{ // This is incorrect for "impact", but Hexen did this, so
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// we need to as well, for compatibility
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
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}
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#ifdef _3DFLOORS
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cont:
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#endif
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if (Results->HitType != TRACE_HitNone)
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{
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// We hit something, so figure out where exactly
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Results->Sector = §ors[CurSector->sectornum];
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if (Results->HitType != TRACE_HitWall &&
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!CheckSectorPlane (CurSector, Results->HitType == TRACE_HitFloor))
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{ // trace is parallel to the plane (or right on it)
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if (entersector == NULL)
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{
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Results->HitType = TRACE_HitWall;
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Results->Tier = TIER_Middle;
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}
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else
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{
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if (hitz <= bf || hitz >= bc)
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{
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Results->HitType = TRACE_HitWall;
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Results->Tier =
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hitz <= bf ? TIER_Lower :
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hitz >= bc ? TIER_Upper : TIER_Middle;
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}
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else
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{
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Results->HitType = TRACE_HitNone;
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}
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}
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if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
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{
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P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
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}
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if (Results->HitType == TRACE_HitWall)
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{
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Results->X = hitx;
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Results->Y = hity;
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Results->Z = hitz;
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Results->Distance = dist;
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Results->Fraction = in->frac;
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Results->Line = in->d.line;
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Results->Side = lineside;
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}
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}
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if (Results->HitType == TRACE_HitNone)
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{
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CurSector = entersector;
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EnterDist = dist;
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continue;
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}
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if (TraceCallback != NULL)
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{
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if (!TraceCallback (*Results)) return false;
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}
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else
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{
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return false;
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}
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}
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// Encountered an actor
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if (!(in->d.thing->flags & ActorMask) ||
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in->d.thing == IgnoreThis)
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{
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continue;
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}
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dist = FixedMul (MaxDist, in->frac);
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hitx = StartX + FixedMul (Vx, dist);
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hity = StartY + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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if (hitz > in->d.thing->z + in->d.thing->height)
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{ // trace enters above actor
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if (Vz >= 0) continue; // Going up: can't hit
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// Does it hit the top of the actor?
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dist = FixedDiv(in->d.thing->z + in->d.thing->height - StartZ, Vz);
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if (dist > MaxDist) continue;
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in->frac = FixedDiv(dist, MaxDist);
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hitx = StartX + FixedMul (Vx, dist);
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hity = StartY + FixedMul (Vy, dist);
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hitz = StartZ + FixedMul (Vz, dist);
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// calculated coordinate is outside the actor's bounding box
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if (abs(hitx - in->d.thing->x) > in->d.thing->radius ||
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|
abs(hity - in->d.thing->y) > in->d.thing->radius) continue;
|
|
}
|
|
else if (hitz < in->d.thing->z)
|
|
{ // trace enters below actor
|
|
if (Vz <= 0) continue; // Going down: can't hit
|
|
|
|
// Does it hit the bottom of the actor?
|
|
dist = FixedDiv(in->d.thing->z - StartZ, Vz);
|
|
if (dist > MaxDist) continue;
|
|
in->frac = FixedDiv(dist, MaxDist);
|
|
|
|
hitx = StartX + FixedMul (Vx, dist);
|
|
hity = StartY + FixedMul (Vy, dist);
|
|
hitz = StartZ + FixedMul (Vz, dist);
|
|
|
|
// calculated coordinate is outside the actor's bounding box
|
|
if (abs(hitx - in->d.thing->x) > in->d.thing->radius ||
|
|
abs(hity - in->d.thing->y) > in->d.thing->radius) continue;
|
|
}
|
|
|
|
// check for extrafloors first
|
|
if (CurSector->e->XFloor.ffloors.Size())
|
|
{
|
|
fixed_t ff_floor=CurSector->floorplane.ZatPoint(hitx, hity);
|
|
fixed_t ff_ceiling=CurSector->ceilingplane.ZatPoint(hitx, hity);
|
|
|
|
if (hitz>ff_ceiling) // actor is hit above the current ceiling
|
|
{
|
|
Results->HitType=TRACE_HitCeiling;
|
|
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
|
|
}
|
|
else if (hitz<ff_floor) // actor is hit below the current floor
|
|
{
|
|
Results->HitType=TRACE_HitFloor;
|
|
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
|
|
}
|
|
else goto cont1;
|
|
|
|
// the trace hit a 3D-floor before the thing.
|
|
// Calculate an intersection and abort.
|
|
Results->Sector = §ors[CurSector->sectornum];
|
|
if (!CheckSectorPlane(CurSector, Results->HitType==TRACE_HitFloor))
|
|
{
|
|
Results->HitType=TRACE_HitNone;
|
|
}
|
|
if (TraceCallback != NULL)
|
|
{
|
|
return TraceCallback (*Results);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
cont1:
|
|
|
|
Results->HitType = TRACE_HitActor;
|
|
Results->X = hitx;
|
|
Results->Y = hity;
|
|
Results->Z = hitz;
|
|
Results->Distance = dist;
|
|
Results->Fraction = in->frac;
|
|
Results->Actor = in->d.thing;
|
|
|
|
if (TraceCallback != NULL)
|
|
{
|
|
if (!TraceCallback (*Results)) return false;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor)
|
|
{
|
|
secplane_t plane;
|
|
|
|
if (checkFloor)
|
|
{
|
|
plane = sector->floorplane;
|
|
}
|
|
else
|
|
{
|
|
plane = sector->ceilingplane;
|
|
}
|
|
|
|
fixed_t den = TMulScale16 (plane.a, Vx, plane.b, Vy, plane.c, Vz);
|
|
|
|
if (den != 0)
|
|
{
|
|
fixed_t num = TMulScale16 (plane.a, StartX,
|
|
plane.b, StartY,
|
|
plane.c, StartZ) + plane.d;
|
|
|
|
fixed_t hitdist = FixedDiv (-num, den);
|
|
|
|
if (hitdist > EnterDist && hitdist < MaxDist)
|
|
{
|
|
Results->X = StartX + FixedMul (Vx, hitdist);
|
|
Results->Y = StartY + FixedMul (Vy, hitdist);
|
|
Results->Z = StartZ + FixedMul (Vz, hitdist);
|
|
Results->Distance = hitdist;
|
|
Results->Fraction = FixedDiv (hitdist, MaxDist);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool EditTraceResult (DWORD flags, FTraceResults &res)
|
|
{
|
|
if (flags & TRACE_NoSky)
|
|
{ // Throw away sky hits
|
|
if (res.HitType == TRACE_HitFloor || res.HitType == TRACE_HitCeiling)
|
|
{
|
|
if (res.HitTexture == skyflatnum)
|
|
{
|
|
res.HitType = TRACE_HitNone;
|
|
return false;
|
|
}
|
|
}
|
|
else if (res.HitType == TRACE_HitWall)
|
|
{
|
|
if (res.Tier == TIER_Upper &&
|
|
res.Line->frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
|
res.Line->backsector->GetTexture(sector_t::ceiling) == skyflatnum)
|
|
{
|
|
res.HitType = TRACE_HitNone;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|