//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "mytypes.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "player.h" #include "mclip.h" BEGIN_SW_NS int MultiClipMove(PLAYERp pp, int z, int floor_dist) { int i; vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX]; SECTOR_OBJECTp sop = pp->sop; short ang; short min_ndx = 0; int min_dist = 999999; int dist; int ret_start; int ret; int min_ret=0; int xvect,yvect; for (i = 0; i < sop->clipbox_num; i++) { // move the box to position instead of using offset- this prevents small rounding errors // allowing you to move through wall ang = NORM_ANGLE(pp->angle.ang.asbuild() + sop->clipbox_ang[i]); vec3_t spos = { pp->posx, pp->posy, z }; xvect = sop->clipbox_vdist[i] * bcos(ang); yvect = sop->clipbox_vdist[i] * bsin(ang); clipmoveboxtracenum = 1; ret_start = clipmove(&spos, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER); clipmoveboxtracenum = 3; if (ret_start) { // hit something moving into start position min_dist = 0; min_ndx = i; // ox is where it should be opos[i].x = pos[i].x = pp->posx + MulScale(sop->clipbox_vdist[i], bcos(ang), 14); opos[i].y = pos[i].y = pp->posy + MulScale(sop->clipbox_vdist[i], bsin(ang), 14); // spos.x is where it hit pos[i].x = spos.x; pos[i].y = spos.y; // see the dist moved dist = ksqrt(SQ(pos[i].x - opos[i].x) + SQ(pos[i].y - opos[i].y)); // save it off if (dist < min_dist) { min_dist = dist; min_ndx = i; min_ret = ret_start; } } else { // save off the start position opos[i] = pos[i] = spos; pos[i].z = z; // move the box ret = clipmove(&pos[i], &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER); // save the dist moved dist = ksqrt(SQ(pos[i].x - opos[i].x) + SQ(pos[i].y - opos[i].y)); if (ret) { } if (dist < min_dist) { min_dist = dist; min_ndx = i; min_ret = ret; } } } // put posx and y off from offset pp->posx += pos[min_ndx].x - opos[min_ndx].x; pp->posy += pos[min_ndx].y - opos[min_ndx].y; return min_ret; } short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist) { int i; SECTOR_OBJECTp sop = pp->sop; int ret; int x,y; short ang; int xvect, yvect; int cursectnum = pp->cursectnum; for (i = 0; i < sop->clipbox_num; i++) { ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]); vec3_t pos = { pp->posx, pp->posy, z }; xvect = sop->clipbox_vdist[i] * bcos(ang); yvect = sop->clipbox_vdist[i] * bsin(ang); // move the box ret = clipmove(&pos, &cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER); ASSERT(cursectnum >= 0); if (ret) { // attempt to move a bit when turning against a wall //ang = NORM_ANGLE(ang + 1024); //pp->xvect += 20 * bcos(ang); //pp->yvect += 20 * bsin(ang); return false; } } return true; } int testquadinsect(int *point_num, vec2_t const * q, short sectnum) { int i,next_i; *point_num = -1; for (i=0; i < 4; i++) { if (!inside(q[i].x, q[i].y, sectnum)) { *point_num = i; return false; } } for (i=0; i<4; i++) { next_i = MOD4(i+1); if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum, q[next_i].x, q[next_i].y,0x3fffffff, sectnum)) { return false; } } return true; } //Ken gives the tank clippin' a try... int RectClipMove(PLAYERp pp, int *qx, int *qy) { int i; vec2_t xy[4]; int point_num; for (i = 0; i < 4; i++) { xy[i].x = qx[i] + (pp->xvect>>14); xy[i].y = qy[i] + (pp->yvect>>14); } //Given the 4 points: x[4], y[4] if (testquadinsect(&point_num, xy, pp->cursectnum)) { pp->posx += (pp->xvect>>14); pp->posy += (pp->yvect>>14); return true; } if (point_num < 0) return false; if ((point_num == 0) || (point_num == 3)) //Left side bad - strafe right { 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; } 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; 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(pp->pos.vec2, p, rot_ang, &xy[i]); // cannot use sop->xmid and ymid because the SO is off the map at this point //rotatepoint(&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