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- floating point MultiClip API.
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commit
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3 changed files with 10 additions and 12 deletions
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@ -37,9 +37,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
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Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
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{
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double zz = z * inttoworld;
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int i;
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DVector3 opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
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SECTOR_OBJECT* sop = pp->sop;
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@ -62,7 +61,7 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
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int xvect = vect.X * 16 * worldtoint; // note: this means clipmove input is Q18.14!
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int yvect = vect.Y * 16 * worldtoint;
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clipmove(spos, &pp->cursector, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll, 1);
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clipmove(spos, &pp->cursector, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll, 1);
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if (coll.type != kHitNone)
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{
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@ -90,10 +89,10 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
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{
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// save off the start position
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opos[i] = pos[i] = spos;
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pos[i].Z = z;
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pos[i].Z = zz;
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// move the box
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clipmove(pos[i], &pp->cursector, pp->vect.X, pp->vect.Y, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(pos[i], &pp->cursector, pp->vect.X, pp->vect.Y, (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll);
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// save the dist moved
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dist = (pos[i].XY() - opos[i].XY()).Length();
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@ -113,9 +112,8 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
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return min_ret;
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}
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short MultiClipTurn(PLAYER* pp, DAngle new_ang, int z, int floor_dist)
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int MultiClipTurn(PLAYER* pp, DAngle new_ang, double zz, double floordist)
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{
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double zz = z * inttoworld;
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int i;
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SECTOR_OBJECT* sop = pp->sop;
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int ret;
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@ -132,7 +130,7 @@ short MultiClipTurn(PLAYER* pp, DAngle new_ang, int z, int floor_dist)
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int xvect = vect.X * 16 * worldtoint; // note: this means clipmove input is Q18.14!
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int yvect = vect.Y * 16 * worldtoint;
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clipmove(spos, &cursect, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(spos, &cursect, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll);
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ASSERT(cursect);
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@ -27,8 +27,8 @@ BEGIN_SW_NS
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#define RECT_CLIP 1
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Collision MultiClipMove(PLAYER* pp, int z, int floor_dist);
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short MultiClipTurn(PLAYER* pp, DAngle new_ang, int z, int floor_dist);
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Collision MultiClipMove(PLAYER* pp, double z, double floor_dist);
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int MultiClipTurn(PLAYER* pp, DAngle new_ang, double zz, double floordist);
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int RectClipMove(PLAYER* pp, DVector2* qpos);
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int testpointinquad(const DVector2& pt, const DVector2* quad);
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//short RectClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
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@ -1469,7 +1469,7 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, int z, int floor_dist)
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if (avel != 0)
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{
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auto sum = pp->angle.ang + DAngle::fromDeg(avel);
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if (MultiClipTurn(pp, sum, z, floor_dist))
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if (MultiClipTurn(pp, sum, z * zinttoworld, floor_dist * zinttoworld))
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{
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pp->angle.ang = sum;
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pp->actor->set_int_ang(pp->angle.ang.Buildang());
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@ -2608,7 +2608,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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}
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else
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{
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actor->user.coll = MultiClipMove(pp, z, floor_dist);
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actor->user.coll = MultiClipMove(pp, z * zinttoworld, floor_dist * zinttoworld);
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}
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plActor->spr.cstat = save_cstat;
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