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567 lines
15 KiB
C++
567 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior 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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "common.h"
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#include "mytypes.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "player.h"
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#include "mclip.h"
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BEGIN_SW_NS
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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for (i = 0; i < sop->clipbox_num; i++)
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{
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ang = NORM_ANGLE(pp->pang + sop->clipbox_ang[i]);
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ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
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oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
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// move the box
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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for (i = 0; i < sop->clipbox_num; i++)
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{
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ang = NORM_ANGLE(pp->pang + sop->clipbox_ang[i]);
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ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
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oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
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// move the box
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//pushmove_old(&x[i], &y[i], &z, &pp->cursectnum, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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//pushmove_old(&x[i], &y[i], &z, &pp->cursectnum, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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int xvect,yvect;
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int xs,ys;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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ang = NORM_ANGLE(pp->pang + sop->clipbox_ang[i]);
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xs = pp->posx;
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ys = pp->posy;
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xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
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yvect = (sop->clipbox_vdist[i] * sintable[ang]);
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ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save off the start position
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ox[i] = x[i] = xs;
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oy[i] = y[i] = ys;
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// move the box
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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//dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (ret[i])
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{
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//DSPRINTF(ds,"i %d, ret %d, dist %d",i, ret[i], dist);
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//printf("%s\n",ds);
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MONO_PRINT(ds);
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}
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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int xvect,yvect;
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int xs,ys;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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ang = NORM_ANGLE(pp->pang + sop->clipbox_ang[i]);
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xs = pp->posx;
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ys = pp->posy;
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xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
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yvect = (sop->clipbox_vdist[i] * sintable[ang]);
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ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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if (ret_start)
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{
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// hit something moving into position
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min_dist = 0;
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min_ndx = i;
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// ox is where it should be
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ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
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oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
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x[i] = xs;
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y[i] = ys;
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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//ox[i] = x[i] = oy[i] = y[i] = 0;
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}
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else
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{
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// save off the start position
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ox[i] = x[i] = xs;
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oy[i] = y[i] = ys;
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// move the box
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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//dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (ret[i])
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{
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//DSPRINTF(ds,"i %d, ret %d, dist %d",i, ret[i], dist);
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MONO_PRINT(ds);
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}
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx = 0;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret;
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int min_ret=0;
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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int xvect,yvect;
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int xs,ys;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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ang = NORM_ANGLE(pp->pang + sop->clipbox_ang[i]);
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xs = pp->posx;
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ys = pp->posy;
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xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
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yvect = (sop->clipbox_vdist[i] * sintable[ang]);
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clipmoveboxtracenum = 1;
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ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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clipmoveboxtracenum = 3;
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if (ret_start)
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{
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// hit something moving into start position
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min_dist = 0;
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min_ndx = i;
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// ox is where it should be
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ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
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oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
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// xs is where it hit
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x[i] = xs;
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y[i] = ys;
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// see the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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// save it off
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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min_ret = ret_start;
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}
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}
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else
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{
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// save off the start position
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ox[i] = x[i] = xs;
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oy[i] = y[i] = ys;
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// move the box
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ret = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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if (ret)
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{
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}
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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min_ret = ret;
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}
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}
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}
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// put posx and y off from offset
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pp->posx += x[min_ndx] - ox[min_ndx];
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pp->posy += y[min_ndx] - oy[min_ndx];
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return min_ret;
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}
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short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
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{
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int i;
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SECTOR_OBJECTp sop = pp->sop;
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int ret;
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int x,y;
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short ang;
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int xvect, yvect;
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short cursectnum = pp->cursectnum;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]);
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x = pp->posx;
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y = pp->posy;
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xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
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yvect = (sop->clipbox_vdist[i] * sintable[ang]);
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// move the box
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ret = clipmove_old(&x, &y, &z, &cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ASSERT(cursectnum >= 0);
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if (ret)
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{
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// attempt to move a bit when turning against a wall
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//ang = NORM_ANGLE(ang + 1024);
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//pp->xvect += 20 * sintable[NORM_ANGLE(ang + 512)];
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//pp->yvect += 20 * sintable[ang];
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return FALSE;
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}
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}
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return TRUE;
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}
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int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
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{
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int i,next_i;
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*point_num = -1;
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for (i=0; i < 4; i++)
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{
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if (!inside(q[i].x, q[i].y, sectnum))
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{
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////DSPRINTF(ds,"inside %ld failed",i);
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//MONO_PRINT(ds);
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*point_num = i;
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return FALSE;
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}
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}
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for (i=0; i<4; i++)
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{
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next_i = MOD4(i+1);
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if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
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q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
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{
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DSPRINTF(ds,"cansee %ld failed, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, q[i].x, q[i].y, q[next_i].x, q[next_i].y, sectnum);
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MONO_PRINT(ds);
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return FALSE;
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}
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}
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return TRUE;
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}
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//Ken gives the tank clippin' a try...
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int RectClipMove(PLAYERp pp, int *qx, int *qy)
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{
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SECTORp *sectp;
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SECTOR_OBJECTp sop = pp->sop;
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WALLp wp;
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int count=0;
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int i;
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vec2_t xy[4];
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short startwall,endwall;
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int point_num;
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for (i = 0; i < 4; i++)
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{
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xy[i].x = qx[i] + (pp->xvect>>14);
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xy[i].y = qy[i] + (pp->yvect>>14);
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}
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//Given the 4 points: x[4], y[4]
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if (testquadinsect(&point_num, xy, pp->cursectnum))
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{
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pp->posx += (pp->xvect>>14);
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pp->posy += (pp->yvect>>14);
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return TRUE;
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}
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if (point_num < 0)
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return FALSE;
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if ((point_num == 0) || (point_num == 3)) //Left side bad - strafe right
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{
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for (i = 0; i < 4; i++)
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{
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xy[i].x = qx[i] - (pp->yvect>>15);
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xy[i].y = qy[i] + (pp->xvect>>15);
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}
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if (testquadinsect(&point_num, xy, pp->cursectnum))
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{
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pp->posx -= (pp->yvect>>15);
|
|
pp->posy += (pp->xvect>>15);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if ((point_num == 1) || (point_num == 2)) //Right side bad - strafe left
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
xy[i].x = qx[i] + (pp->yvect>>15);
|
|
xy[i].y = qy[i] - (pp->xvect>>15);
|
|
}
|
|
if (testquadinsect(&point_num, xy, pp->cursectnum))
|
|
{
|
|
pp->posx += (pp->yvect>>15);
|
|
pp->posy -= (pp->xvect>>15);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int testpointinquad(int x, int y, int *qx, int *qy)
|
|
{
|
|
int i, cnt, x1, y1, x2, y2;
|
|
|
|
cnt = 0;
|
|
for (i=0; i<4; i++)
|
|
{
|
|
y1 = qy[i]-y;
|
|
y2 = qy[(i+1)&3]-y;
|
|
if ((y1^y2) >= 0) continue;
|
|
|
|
x1 = qx[i]-x;
|
|
x2 = qx[(i+1)&3]-x;
|
|
if ((x1^x2) >= 0)
|
|
cnt ^= x1;
|
|
else
|
|
cnt ^= (x1*y2-x2*y1)^y2;
|
|
}
|
|
return cnt>>31;
|
|
}
|
|
|
|
short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy)
|
|
{
|
|
int i;
|
|
vec2_t xy[4];
|
|
SECTOR_OBJECTp sop = pp->sop;
|
|
int ret;
|
|
short ang;
|
|
short rot_ang;
|
|
int point_num;
|
|
|
|
rot_ang = NORM_ANGLE(new_ang + sop->spin_ang - sop->ang_orig);
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
vec2_t const p = { ox[i], oy[i] };
|
|
rotatepoint(*(vec2_t *)&pp->posx, p, rot_ang, &xy[i]);
|
|
// cannot use sop->xmid and ymid because the SO is off the map at this point
|
|
//rotatepoint(*(vec2_t *)&sop->xmid, p, rot_ang, &xy[i]);
|
|
}
|
|
|
|
//Given the 4 points: x[4], y[4]
|
|
if (testquadinsect(&point_num, xy, pp->cursectnum))
|
|
{
|
|
// move to new pos
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
qx[i] = xy[i].x;
|
|
qy[i] = xy[i].y;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
if (point_num < 0)
|
|
return FALSE;
|
|
|
|
return FALSE;
|
|
}
|
|
END_SW_NS
|