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303 lines
7.6 KiB
C++
303 lines
7.6 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 "mytypes.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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Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
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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;
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Collision min_ret{};
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int xvect,yvect;
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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->angle.ang.asbuild() + sop->clipbox_ang[i]);
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vec3_t spos = { pp->pos.X, pp->posy, z };
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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Collision coll;
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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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if (coll.type != kHitNone)
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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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opos[i].X = pos[i].X = pp->pos.X + MulScale(sop->clipbox_vdist[i], bcos(ang), 14);
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opos[i].Y = pos[i].Y = pp->posy + MulScale(sop->clipbox_vdist[i], bsin(ang), 14);
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// spos.x is where it hit
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pos[i].X = spos.X;
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pos[i].Y = spos.Y;
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// see the dist moved
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dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].Y - opos[i].Y));
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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 = coll;
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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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opos[i] = pos[i] = spos;
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pos[i].Z = z;
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// move the box
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clipmove(pos[i], &pp->cursector, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
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// save the dist moved
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dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].Y - opos[i].Y));
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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 = coll;
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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->pos.X += pos[min_ndx].X - opos[min_ndx].X;
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pp->posy += pos[min_ndx].Y - opos[min_ndx].Y;
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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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auto cursect = pp->cursector;
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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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vec3_t pos = { pp->pos.X, pp->posy, z };
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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// move the box
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Collision coll;
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clipmove(pos, &cursect, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
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ASSERT(cursect);
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if (coll.type != kHitNone)
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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 * bcos(ang);
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//pp->yvect += 20 * bsin(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, sectortype* sect)
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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, sect))
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{
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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 = (i+1) & 3;
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if (!cansee(q[i].X, q[i].Y,0x3fffffff, sect,
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q[next_i].X, q[next_i].Y,0x3fffffff, sect))
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{
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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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int i;
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vec2_t xy[4];
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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->cursector))
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{
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pp->pos.X += (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->cursector))
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{
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pp->pos.X -= (pp->yvect>>15);
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pp->posy += (pp->xvect>>15);
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}
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return false;
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}
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if ((point_num == 1) || (point_num == 2)) //Right side bad - strafe left
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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->cursector))
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{
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pp->pos.X += (pp->yvect>>15);
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pp->posy -= (pp->xvect>>15);
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}
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return false;
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}
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return false;
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}
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int testpointinquad(int x, int y, int *qx, int *qy)
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{
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int i, cnt, x1, y1, x2, y2;
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cnt = 0;
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for (i=0; i<4; i++)
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{
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y1 = qy[i]-y;
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y2 = qy[(i+1)&3]-y;
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if ((y1^y2) >= 0) continue;
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x1 = qx[i]-x;
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x2 = qx[(i+1)&3]-x;
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if ((x1^x2) >= 0)
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cnt ^= x1;
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else
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cnt ^= (x1*y2-x2*y1)^y2;
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}
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return cnt>>31;
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}
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short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy)
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{
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int i;
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vec2_t xy[4];
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SECTOR_OBJECTp sop = pp->sop;
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short rot_ang;
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int point_num;
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rot_ang = NORM_ANGLE(new_ang + sop->spin_ang - sop->ang_orig);
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for (i = 0; i < 4; i++)
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{
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vec2_t const p = { ox[i], oy[i] };
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rotatepoint(pp->pos.vec2, p, rot_ang, &xy[i]);
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// cannot use sop->xmid and ymid because the SO is off the map at this point
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//rotatepoint(&sop->xmid, p, rot_ang, &xy[i]);
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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->cursector))
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{
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// move to new pos
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for (i = 0; i < 4; i++)
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{
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qx[i] = xy[i].X;
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qy[i] = xy[i].Y;
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}
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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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return false;
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}
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END_SW_NS
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