raze/source/games/sw/src/mclip.cpp
Mitchell Richters 828e46a8da - Remove the TVector2 (const TVector3<vec_t> &other) constructor.
* This narrowing constructor was causing a problem with a `clamp()` overload in the next commit.
* Believe this is a product of a by-gone time before we had the `XY()` method on `TVector3<T>` objects.
2023-10-03 23:07:44 +11:00

287 lines
7.3 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 "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "player.h"
#include "mclip.h"
BEGIN_SW_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
Collision MultiClipMove(DSWPlayer* pp, double zz, double floordist)
{
int i;
DVector3 opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
SECTOR_OBJECT* sop = pp->sop;
short min_ndx = 0;
double min_dist = 999999;
double dist;
int ret;
Collision min_ret{};
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
DAngle ang = (pp->GetActor()->spr.Angles.Yaw + sop->clipbox_ang[i]);
DVector3 spos(pp->GetActor()->spr.pos.XY(), zz);
DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];
Collision coll;
clipmove(spos, &pp->cursector, vect, sop->clipbox_dist[i], 4., floordist, CLIPMASK_PLAYER, coll, 1);
if (coll.type != kHitNone)
{
// hit something moving into start position
min_dist = 0;
min_ndx = i;
// ox is where it should be
opos[i].XY() = pp->GetActor()->spr.pos.XY() + ang.ToVector() * sop->clipbox_vdist[i];
// spos.x is where it hit
pos[i].XY() = spos.XY();
// see the dist moved
dist = (pos[i].XY() - opos[i].XY()).Length();
// save it off
if (dist < min_dist)
{
min_dist = dist;
min_ndx = i;
min_ret = coll;
}
}
else
{
// save off the start position
opos[i] = pos[i] = spos;
pos[i].Z = zz;
// move the box
clipmove(pos[i], &pp->cursector, pp->vect, sop->clipbox_dist[i], 4., floordist, CLIPMASK_PLAYER, coll);
// save the dist moved
dist = (pos[i].XY() - opos[i].XY()).Length();
if (dist < min_dist)
{
min_dist = dist;
min_ndx = i;
min_ret = coll;
}
}
}
// put posx and y off from offset
pp->GetActor()->spr.pos.XY() += pos[min_ndx].XY() - opos[min_ndx].XY();
return min_ret;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int MultiClipTurn(DSWPlayer* pp, DAngle new_ang, double zz, double floordist)
{
int i;
SECTOR_OBJECT* sop = pp->sop;
int ret;
auto cursect = pp->cursector;
for (i = 0; i < sop->clipbox_num; i++)
{
DAngle ang = new_ang + sop->clipbox_ang[i];
DVector3 spos(pp->GetActor()->spr.pos.XY(), zz);
DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];
Collision coll;
clipmove(spos, &cursect, vect, sop->clipbox_dist[i], 4., floordist, CLIPMASK_PLAYER, coll);
ASSERT(cursect);
if (coll.type != kHitNone)
{
return false;
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int testquadinsect(int *point_num, DVector2 const * qp, sectortype* sect)
{
int i,next_i;
*point_num = -1;
for (i=0; i < 4; i++)
{
if (!inside(qp[i].X, qp[i].Y, sect))
{
*point_num = i;
return false;
}
}
for (i=0; i<4; i++)
{
next_i = (i+1) & 3;
if (!cansee(DVector3(qp[i], 0x3fffff), sect, DVector3(qp[next_i], 0x3fffff), sect))
{
return false;
}
}
return true;
}
//---------------------------------------------------------------------------
//
//Ken gives the tank clippin' a try...
//
//---------------------------------------------------------------------------
int RectClipMove(DSWPlayer* pp, DVector2* qpos)
{
int i;
DVector2 xy[4];
int point_num;
DVector2 pvect = pp->vect;
for (i = 0; i < 4; i++)
{
xy[i] = qpos[i] + pvect;
}
//Given the 4 points: x[4], y[4]
if (testquadinsect(&point_num, xy, pp->cursector))
{
pp->GetActor()->spr.pos.XY() += pvect;
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 = qpos[i].X - pvect.Y * 0.5;
xy[i].Y = qpos[i].Y + pvect.X * 0.5;
}
if (testquadinsect(&point_num, xy, pp->cursector))
{
pp->GetActor()->spr.pos.XY() += { -pvect.X * 0.5, pvect.X * 0.5 };
}
return false;
}
if ((point_num == 1) || (point_num == 2)) //Right side bad - strafe left
{
for (i = 0; i < 4; i++)
{
xy[i].X = qpos[i].X + pvect.Y * 0.5;
xy[i].Y = qpos[i].Y - pvect.X * 0.5;
}
if (testquadinsect(&point_num, xy, pp->cursector))
{
pp->GetActor()->spr.pos.XY() += { pvect.X * 0.5, -pvect.X * 0.5 };
}
return false;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
short RectClipTurn(DSWPlayer* pp, DAngle new_angl, DVector2* qpos, DVector2* opos)
{
int i;
DVector2 xy[4];
SECTOR_OBJECT* sop = pp->sop;
DAngle rot_angl;
int point_num;
rot_angl = new_angl + sop->spin_ang - sop->ang_orig;
for (i = 0; i < 4; i++)
{
xy[i] = rotatepoint(pp->GetActor()->spr.pos.XY(), opos[i], rot_angl);
// cannot use sop->xmid and ymid because the SO is off the map at this point
}
//Given the 4 points: x[4], y[4]
if (testquadinsect(&point_num, xy, pp->cursector))
{
// move to new pos
for (i = 0; i < 4; i++)
{
qpos[i] = xy[i];
}
return true;
}
if (point_num < 0)
return false;
return false;
}
END_SW_NS