mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 17:32:13 +00:00
306 lines
7.6 KiB
C++
306 lines
7.6 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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);
|
|
ret_start = clipmove(&spos, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, 1);
|
|
|
|
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 = (i+1) & 3;
|
|
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
|