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Amiga ACS 1998 #6
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fvi.c
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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#define NEW_FVI_STUFF 1
/*
* $Source: f:/miner/source/main/rcs/fvi.c $
* $Revision: 2.3 $
* $Author: john $
* $Date: 1995/03/24 14:49:04 $
*
* New home for find_vector_intersection()
*
* $Log: fvi.c $
* Revision 2.3 1995/03/24 14:49:04 john
* Added cheat for player to go thru walls.
*
* Revision 2.2 1995/03/21 17:58:32 john
* Fixed bug with normals..
*
*
* Revision 2.1 1995/03/20 18:15:37 john
* Added code to not store the normals in the segment structure.
*
* Revision 2.0 1995/02/27 11:27:41 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.49 1995/02/22 14:45:47 allender
* remove anonymous unions from object structure
*
* Revision 1.48 1995/02/22 13:24:50 john
* Removed the vecmat anonymous unions.
*
* Revision 1.47 1995/02/07 16:17:26 matt
* Disabled all robot-robot collisions except those involving two green
* guys. Used to do collisions if either robot was green guy.
*
* Revision 1.46 1995/02/02 14:07:53 matt
* Fixed confusion about which segment you are touching when you're
* touching a wall. This manifested itself in spurious lava burns.
*
* Revision 1.45 1995/02/02 13:45:53 matt
* Made a bunch of lint-inspired changes
*
* Revision 1.44 1995/01/24 12:10:17 matt
* Fudged collisions for player/player, and player weapon/other player in
* coop games.
*
* Revision 1.43 1995/01/14 19:16:45 john
* First version of new bitmap paging code.
*
* Revision 1.42 1994/12/15 12:22:40 matt
* Small change which may or may not help
*
* Revision 1.41 1994/12/14 11:45:51 matt
* Fixed (hopefully) little bug with invalid segnum
*
* Revision 1.40 1994/12/13 17:12:01 matt
* Increased edge tolerance a bunch more
*
* Revision 1.39 1994/12/13 14:37:59 matt
* Fixed another stupid little bug
*
* Revision 1.38 1994/12/13 13:25:44 matt
* Increased tolerance massively to avoid catching on corners
*
* Revision 1.37 1994/12/13 12:02:20 matt
* Fixed small bug
*
* Revision 1.36 1994/12/13 11:17:35 matt
* Lots of changes to hopefully fix objects leaving the mine. Note that
* this code should be considered somewhat experimental - one problem I
* know about is that you can get stuck on edges more easily than before.
* There may be other problems I don't know about yet.
*
* Revision 1.35 1994/12/12 01:20:57 matt
* Added hack in object-object collisions that treats claw guys as
* if they have 3/4 of their actual radius.
*
* Revision 1.34 1994/12/04 22:48:39 matt
* Physics & FVI now only build seglist for player objects, and they
* responsilby deal with buffer full conditions
*
* Revision 1.33 1994/12/04 22:07:05 matt
* Added better handing of buffer full condition
*
* Revision 1.32 1994/12/01 21:06:33 matt
* Several important changes:
* (1) Checking against triangulated sides has been standardized a bit
* (2) Code has been added to de-triangulate some sides
* (3) BIG ONE: the tolerance for checking a point against a plane has
* been drastically relaxed
*
*
* Revision 1.31 1994/11/27 23:15:03 matt
* Made changes for new mprintf calling convention
*
* Revision 1.30 1994/11/19 15:20:30 mike
* rip out unused code and data
*
* Revision 1.29 1994/11/16 12:18:17 mike
* hack for green_guy:green_guy collision detection.
*
* Revision 1.28 1994/11/10 13:08:54 matt
* Added support for new run-length-encoded bitmaps
*
* Revision 1.27 1994/10/31 12:27:51 matt
* Added new function object_intersects_wall()
*
* Revision 1.26 1994/10/20 13:59:27 matt
* Added assert
*
* Revision 1.25 1994/10/09 23:51:09 matt
* Made find_hitpoint_uv() work with triangulated sides
*
* Revision 1.24 1994/09/25 00:39:29 matt
* Took out mprintf's
*
* Revision 1.23 1994/09/25 00:37:53 matt
* Made the 'find the point in the bitmap where something hit' system
* publicly accessible.
*
* Revision 1.22 1994/09/21 16:58:22 matt
* Fixed bug in trans wall check that was checking against verically
* flipped bitmap (i.e., the y coord was negative when checking).
*
* Revision 1.21 1994/09/02 11:31:40 matt
* Fixed object/object collisions, so you can't fly through robots anymore.
* Cleaned up object damage system.
*
* Revision 1.20 1994/08/26 09:42:03 matt
* Increased the size of a buffer
*
* Revision 1.19 1994/08/11 18:57:53 mike
* Convert shorts to ints for optimization.
*
* Revision 1.18 1994/08/08 21:38:24 matt
* Put in small optimization
*
* Revision 1.17 1994/08/08 12:21:52 yuan
* Fixed assert
*
* Revision 1.16 1994/08/08 11:47:04 matt
* Cleaned up fvi and physics a little
*
* Revision 1.15 1994/08/04 00:21:04 matt
* Cleaned up fvi & physics error handling; put in code to make sure objects
* are in correct segment; simplified segment finding for objects and points
*
* Revision 1.14 1994/08/02 19:04:26 matt
* Cleaned up vertex list functions
*
* Revision 1.13 1994/08/02 09:56:28 matt
* Put in check for bad value find_plane_line_intersection()
*
* Revision 1.12 1994/08/01 17:27:26 matt
* Added support for triangulated walls in trans point check
*
* Revision 1.11 1994/08/01 13:30:40 matt
* Made fvi() check holes in transparent walls, and changed fvi() calling
* parms to take all input data in query structure.
*
* Revision 1.10 1994/07/13 21:47:17 matt
* FVI() and physics now keep lists of segments passed through which the
* trigger code uses.
*
* Revision 1.9 1994/07/09 21:21:40 matt
* Fixed, hopefull, bugs in sphere-to-vector intersection code
*
* Revision 1.8 1994/07/08 14:26:42 matt
* Non-needed powerups don't get picked up now; this required changing FVI to
* take a list of ingore objects rather than just one ignore object.
*
* Revision 1.7 1994/07/06 20:02:37 matt
* Made change to match gameseg that uses lowest point number as reference
* point when checking against a plane
*
* Revision 1.6 1994/06/29 15:43:58 matt
* When computing intersection of vector and sphere, use the radii of both
* objects.
*
* Revision 1.5 1994/06/14 15:57:58 matt
* Took out asserts, and added other hacks, pending real bug fixes
*
* Revision 1.4 1994/06/13 23:10:08 matt
* Fixed problems with triangulated sides
*
* Revision 1.3 1994/06/09 12:11:14 matt
* Fixed confusing use of two variables, hit_objnum & fvi_hit_object, to
* keep the same information in different ways.
*
* Revision 1.2 1994/06/09 09:58:38 matt
* Moved find_vector_intersection() from physics.c to new file fvi.c
*
* Revision 1.1 1994/06/09 09:25:57 matt
* Initial revision
*
*
*/
#pragma off (unreferenced)
static char rcsid[] = "$Id: fvi.c 2.3 1995/03/24 14:49:04 john Exp $";
#pragma on (unreferenced)
#include <stdlib.h>
#include <malloc.h>
#include <string.h>
#include "error.h"
#include "mono.h"
#include "inferno.h"
#include "fvi.h"
#include "segment.h"
#include "object.h"
#include "wall.h"
#include "laser.h"
#include "rle.h"
#include "robot.h"
#include "piggy.h"
#include "player.h"
extern int Physics_cheat_flag;
#define face_type_num(nfaces,face_num,tri_edge) ((nfaces==1)?0:(tri_edge*2 + face_num))
int oflow_check(fix a,fix b);
#pragma aux oflow_check parm [eax] [ebx] value [eax] modify exact [eax ebx edx] = \
"cdq" \
"xor eax,edx" \
"sub eax,edx" \
"xchg eax,ebx" \
"cdq" \
"xor eax,edx" \
"sub eax,edx" \
"imul ebx" \
"sar edx,15" \
"or dx,dx" \
"setnz al" \
"movzx eax,al";
//find the point on the specified plane where the line intersects
//returns true if point found, false if line parallel to plane
//new_pnt is the found point on the plane
//plane_pnt & plane_norm describe the plane
//p0 & p1 are the ends of the line
int find_plane_line_intersection(vms_vector *new_pnt,vms_vector *plane_pnt,vms_vector *plane_norm,vms_vector *p0,vms_vector *p1,fix rad)
{
vms_vector d,w;
fix num,den;
vm_vec_sub(&d,p1,p0);
vm_vec_sub(&w,p0,plane_pnt);
num = vm_vec_dot(plane_norm,&w);
den = -vm_vec_dot(plane_norm,&d);
//Why does this assert hit so often
// Assert(num > -rad);
num -= rad; //move point out by rad
//check for various bad values
if ( (den==0) || //moving parallel to wall, so can't hit it
(den>0) &&
( (num>den) || //frac greater than one
(-num>>15)>=den) || //will overflow (large negative)
(den<0 && num<den)) //frac greater than one
return 0;
//if (num>0) {mprintf(1,"HEY! num>0 in FVI!!!"); return 0;}
//?? Assert(num>=0);
// Assert(num >= den);
//do check for potenial overflow
{
fix k;
if (labs(num)/(f1_0/2) >= labs(den)) {Int3(); return 0;}
k = fixdiv(num,den);
Assert(k<=f1_0); //should be trapped above
// Assert(k>=0);
if (oflow_check(d.x,k) || oflow_check(d.y,k) || oflow_check(d.z,k)) return 0;
//Note: it is ok for k to be greater than 1, since this might mean
//that an object with a non-zero radius that moved from p0 to p1
//actually hit the wall on the "other side" of p0.
}
vm_vec_scale2(&d,num,den);
vm_vec_add(new_pnt,p0,&d);
//we should have vm_vec_scale2_add2()
return 1;
}
typedef struct vec2d {
fix i,j;
} vec2d;
//given largest componant of normal, return i & j
//if largest componant is negative, swap i & j
int ij_table[3][2] = {
{2,1}, //pos x biggest
{0,2}, //pos y biggest
{1,0}, //pos z biggest
};
//intersection types
#define IT_NONE 0 //doesn't touch face at all
#define IT_FACE 1 //touches face
#define IT_EDGE 2 //touches edge of face
#define IT_POINT 3 //touches vertex
//see if a point in inside a face by projecting into 2d
uint check_point_to_face(vms_vector *checkp,segment *sp, side *s,int facenum,int nv,int *vertex_list)
{
vms_vector_array *checkp_array;
vms_vector_array norm;
vms_vector t;
int biggest;
///
int i,j,edge;
uint edgemask;
fix check_i,check_j;
vms_vector_array *v0,*v1;
#ifdef COMPACT_SEGS
get_side_normal(sp, s-sp->sides, facenum, (vms_vector *)&norm );
#else
memcpy( &norm, &s->normals[facenum], sizeof(vms_vector_array));
#endif
checkp_array = (vms_vector_array *)checkp;
//now do 2d check to see if point is in side
//project polygon onto plane by finding largest component of normal
t.x = labs(norm.xyz[0]); t.y = labs(norm.xyz[1]); t.z = labs(norm.xyz[2]);
if (t.x > t.y) if (t.x > t.z) biggest=0; else biggest=2;
else if (t.y > t.z) biggest=1; else biggest=2;
if (norm.xyz[biggest] > 0) {
i = ij_table[biggest][0];
j = ij_table[biggest][1];
}
else {
i = ij_table[biggest][1];
j = ij_table[biggest][0];
}
//now do the 2d problem in the i,j plane
check_i = checkp_array->xyz[i];
check_j = checkp_array->xyz[j];
for (edge=edgemask=0;edge<nv;edge++) {
vec2d edgevec,checkvec;
fix d;
v0 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+edge]];
v1 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+((edge+1)%nv)]];
edgevec.i = v1->xyz[i] - v0->xyz[i];
edgevec.j = v1->xyz[j] - v0->xyz[j];
checkvec.i = check_i - v0->xyz[i];
checkvec.j = check_j - v0->xyz[j];
d = fixmul(checkvec.i,edgevec.j) - fixmul(checkvec.j,edgevec.i);
if (d < 0) //we are outside of triangle
edgemask |= (1<<edge);
}
return edgemask;
}
//check if a sphere intersects a face
check_sphere_to_face(vms_vector *pnt,segment *sp, side *s,int facenum,int nv,fix rad,int *vertex_list)
{
vms_vector checkp=*pnt;
uint edgemask;
//now do 2d check to see if point is in side
edgemask = check_point_to_face(pnt,sp,s,facenum,nv,vertex_list);
//we've gone through all the sides, are we inside?
if (edgemask == 0)
return IT_FACE;
else {
vms_vector edgevec,checkvec; //this time, real 3d vectors
vms_vector closest_point;
fix edgelen,d,dist;
vms_vector *v0,*v1;
int itype;
int edgenum;
//get verts for edge we're behind
for (edgenum=0;!(edgemask&1);(edgemask>>=1),edgenum++);
v0 = &Vertices[vertex_list[facenum*3+edgenum]];
v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
//check if we are touching an edge or point
vm_vec_sub(&checkvec,&checkp,v0);
edgelen = vm_vec_normalized_dir(&edgevec,v1,v0);
//find point dist from planes of ends of edge
d = vm_vec_dot(&edgevec,&checkvec);
if (d+rad < 0) return IT_NONE; //too far behind start point
if (d-rad > edgelen) return IT_NONE; //too far part end point
//find closest point on edge to check point
itype = IT_POINT;
if (d < 0) closest_point = *v0;
else if (d > edgelen) closest_point = *v1;
else {
itype = IT_EDGE;
//vm_vec_scale(&edgevec,d);
//vm_vec_add(&closest_point,v0,&edgevec);
vm_vec_scale_add(&closest_point,v0,&edgevec,d);
}
dist = vm_vec_dist(&checkp,&closest_point);
if (dist <= rad)
return (itype==IT_POINT)?IT_NONE:itype;
else
return IT_NONE;
}
}
//returns true if line intersects with face. fills in newp with intersection
//point on plane, whether or not line intersects side
//facenum determines which of four possible faces we have
//note: the seg parm is temporary, until the face itself has a point field
int check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
{
vms_vector checkp;
int pli;
struct side *s=&seg->sides[side];
int vertex_list[6];
int num_faces;
int vertnum;
vms_vector norm;
#ifdef COMPACT_SEGS
get_side_normal(seg, side, facenum, &norm );
#else
norm = seg->sides[side].normals[facenum];
#endif
create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
//use lowest point number
if (num_faces==2) {
vertnum = min(vertex_list[0],vertex_list[2]);
}
else {
int i;
vertnum = vertex_list[0];
for (i=1;i<4;i++)
if (vertex_list[i] < vertnum)
vertnum = vertex_list[i];
}
pli = find_plane_line_intersection(newp,&Vertices[vertnum],&norm,p0,p1,rad);
if (!pli) return IT_NONE;
checkp = *newp;
//if rad != 0, project the point down onto the plane of the polygon
if (rad!=0)
vm_vec_scale_add2(&checkp,&norm,-rad);
return check_sphere_to_face(&checkp,seg,s,facenum,nv,rad,vertex_list);
}
//returns the value of a determinant
fix calc_det_value(vms_matrix *det)
{
return fixmul(det->rvec.x,fixmul(det->uvec.y,det->fvec.z)) -
fixmul(det->rvec.x,fixmul(det->uvec.z,det->fvec.y)) -
fixmul(det->rvec.y,fixmul(det->uvec.x,det->fvec.z)) +
fixmul(det->rvec.y,fixmul(det->uvec.z,det->fvec.x)) +
fixmul(det->rvec.z,fixmul(det->uvec.x,det->fvec.y)) -
fixmul(det->rvec.z,fixmul(det->uvec.y,det->fvec.x));
}
//computes the parameters of closest approach of two lines
//fill in two parameters, t0 & t1. returns 0 if lines are parallel, else 1
check_line_to_line(fix *t1,fix *t2,vms_vector *p1,vms_vector *v1,vms_vector *p2,vms_vector *v2)
{
vms_matrix det;
fix d,cross_mag2; //mag squared cross product
vm_vec_sub(&det.rvec,p2,p1);
vm_vec_cross(&det.fvec,v1,v2);
cross_mag2 = vm_vec_dot(&det.fvec,&det.fvec);
if (cross_mag2 == 0)
return 0; //lines are parallel
det.uvec = *v2;
d = calc_det_value(&det);
if (oflow_check(d,cross_mag2))
return 0;
else
*t1 = fixdiv(d,cross_mag2);
det.uvec = *v1;
d = calc_det_value(&det);
if (oflow_check(d,cross_mag2))
return 0;
else
*t2 = fixdiv(d,cross_mag2);
return 1; //found point
}
#ifdef NEW_FVI_STUFF
int disable_new_fvi_stuff=0;
#else
#define disable_new_fvi_stuff 1
#endif
//this version is for when the start and end positions both poke through
//the plane of a side. In this case, we must do checks against the edge
//of faces
int special_check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
{
vms_vector move_vec;
fix edge_t,move_t,edge_t2,move_t2,closest_dist;
fix edge_len,move_len;
int vertex_list[6];
int num_faces,edgenum;
uint edgemask;
vms_vector *edge_v0,*edge_v1,edge_vec;
struct side *s=&seg->sides[side];
vms_vector closest_point_edge,closest_point_move;
if (disable_new_fvi_stuff)
return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
//calc some basic stuff
create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
vm_vec_sub(&move_vec,p1,p0);
//figure out which edge(s) to check against
edgemask = check_point_to_face(p0,seg,s,facenum,nv,vertex_list);
if (edgemask == 0)
return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
for (edgenum=0;!(edgemask&1);edgemask>>=1,edgenum++);
edge_v0 = &Vertices[vertex_list[facenum*3+edgenum]];
edge_v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
vm_vec_sub(&edge_vec,edge_v1,edge_v0);
//is the start point already touching the edge?
//??
//first, find point of closest approach of vec & edge
edge_len = vm_vec_normalize(&edge_vec);
move_len = vm_vec_normalize(&move_vec);
check_line_to_line(&edge_t,&move_t,edge_v0,&edge_vec,p0,&move_vec);
//make sure t values are in valid range
if (move_t<0 || move_t>move_len+rad)
return IT_NONE;
if (move_t > move_len)
move_t2 = move_len;
else
move_t2 = move_t;
if (edge_t < 0) //saturate at points
edge_t2 = 0;
else
edge_t2 = edge_t;
if (edge_t2 > edge_len) //saturate at points
edge_t2 = edge_len;
//now, edge_t & move_t determine closest points. calculate the points.
vm_vec_scale_add(&closest_point_edge,edge_v0,&edge_vec,edge_t2);
vm_vec_scale_add(&closest_point_move,p0,&move_vec,move_t2);
//find dist between closest points
closest_dist = vm_vec_dist(&closest_point_edge,&closest_point_move);
//could we hit with this dist?
//note massive tolerance here
// if (closest_dist < (rad*18)/20) { //we hit. figure out where
if (closest_dist < (rad*15)/20) { //we hit. figure out where
//now figure out where we hit
vm_vec_scale_add(newp,p0,&move_vec,move_t-rad);
return IT_EDGE;
}
else
return IT_NONE; //no hit
}
//maybe this routine should just return the distance and let the caller
//decide it it's close enough to hit
//determine if and where a vector intersects with a sphere
//vector defined by p0,p1
//returns dist if intersects, and fills in intp
//else returns 0
int check_vector_to_sphere_1(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
{
vms_vector d,dn,w,closest_point;
fix mag_d,dist,w_dist,int_dist;
//this routine could be optimized if it's taking too much time!
vm_vec_sub(&d,p1,p0);
vm_vec_sub(&w,sphere_pos,p0);
mag_d = vm_vec_copy_normalize(&dn,&d);
if (mag_d == 0) {
int_dist = vm_vec_mag(&w);
*intp = *p0;
return (int_dist<sphere_rad)?int_dist:0;
}
w_dist = vm_vec_dot(&dn,&w);
if (w_dist < 0) //moving away from object
return 0;
if (w_dist > mag_d+sphere_rad)
return 0; //cannot hit
vm_vec_scale_add(&closest_point,p0,&dn,w_dist);
dist = vm_vec_dist(&closest_point,sphere_pos);
if (dist < sphere_rad) {
fix dist2,rad2,shorten;
dist2 = fixmul(dist,dist);
rad2 = fixmul(sphere_rad,sphere_rad);
shorten = fix_sqrt(rad2 - dist2);
int_dist = w_dist-shorten;
if (int_dist > mag_d || int_dist < 0) {
//past one or the other end of vector, which means we're inside
*intp = *p0; //don't move at all
return 1;
}
vm_vec_scale_add(intp,p0,&dn,int_dist); //calc intersection point
// {
// fix dd = vm_vec_dist(intp,sphere_pos);
// Assert(dd == sphere_rad);
// mprintf(0,"dd=%x, rad=%x, delta=%x\n",dd,sphere_rad,dd-sphere_rad);
// }
return int_dist;
}
else
return 0;
}
//$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad);
//$$
//$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \
//$$ "mov eax,ebx" \
//$$ "imul eax" \
//$$ \
//$$ "mov ebx,eax" \
//$$ "mov eax,ecx" \
//$$ "mov ecx,edx" \
//$$ \
//$$ "imul eax" \
//$$ \
//$$ "sub eax,ebx" \
//$$ "sbb edx,ecx" \
//$$ \
//$$ "call quad_sqrt" \
//$$ \
//$$ "push eax" \
//$$ \
//$$ "push ebx" \
//$$ "push ecx" \
//$$ \
//$$ "mov eax,[esi]" \
//$$ "imul eax" \
//$$ "mov ebx,eax" \
//$$ "mov ecx,edx" \
//$$ "mov eax,4[esi]" \
//$$ "imul eax" \
//$$ "add ebx,eax" \
//$$ "adc ecx,edx" \
//$$ "mov eax,8[esi]" \
//$$ "imul eax" \
//$$ "add eax,ebx" \
//$$ "adc edx,ecx" \
//$$ \
//$$ "pop ecx" \
//$$ "pop ebx" \
//$$ \
//$$ "sub eax,ebx" \
//$$ "sbb edx,ecx" \
//$$ \
//$$ "call quad_sqrt" \
//$$ \
//$$ "pop ebx" \
//$$ "sub eax,ebx";
//$$
//$$
//$$//determine if and where a vector intersects with a sphere
//$$//vector defined by p0,p1
//$$//returns dist if intersects, and fills in intp. if no intersect, return 0
//$$fix check_vector_to_sphere_2(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
//$${
//$$ vms_vector d,w,c;
//$$ fix mag_d,dist,mag_c,mag_w;
//$$ vms_vector wn,dn;
//$$
//$$ vm_vec_sub(&d,p1,p0);
//$$ vm_vec_sub(&w,sphere_pos,p0);
//$$
//$$ //wn = w; mag_w = vm_vec_normalize(&wn);
//$$ //dn = d; mag_d = vm_vec_normalize(&dn);
//$$
//$$ mag_w = vm_vec_copy_normalize(&wn,&w);
//$$ mag_d = vm_vec_copy_normalize(&dn,&d);
//$$
//$$ //vm_vec_cross(&c,&w,&d);
//$$ vm_vec_cross(&c,&wn,&dn);
//$$
//$$ mag_c = vm_vec_mag(&c);
//$$ //mag_d = vm_vec_mag(&d);
//$$
//$$ //dist = fixdiv(mag_c,mag_d);
//$$
//$$dist = fixmul(mag_c,mag_w);
//$$
//$$ if (dist < sphere_rad) { //we intersect. find point of intersection
//$$ fix int_dist; //length of vector to intersection point
//$$ fix k; //portion of p0p1 we want
//$$//@@ fix dist2,rad2,shorten,mag_w2;
//$$
//$$//@@ mag_w2 = vm_vec_dot(&w,&w); //the square of the magnitude
//$$//@@ //WHAT ABOUT OVERFLOW???
//$$//@@ dist2 = fixmul(dist,dist);
//$$//@@ rad2 = fixmul(sphere_rad,sphere_rad);
//$$//@@ shorten = fix_sqrt(rad2 - dist2);
//$$//@@ int_dist = fix_sqrt(mag_w2 - dist2) - shorten;
//$$
//$$ int_dist = get_sphere_int_dist(&w,dist,sphere_rad);
//$$
//$$if (labs(int_dist) > mag_d) //I don't know why this would happen
//$$ if (int_dist > 0)
//$$ k = f1_0;
//$$ else
//$$ k = -f1_0;
//$$else
//$$ k = fixdiv(int_dist,mag_d);
//$$
//$$// vm_vec_scale(&d,k); //vec from p0 to intersection point
//$$// vm_vec_add(intp,p0,&d); //intersection point
//$$ vm_vec_scale_add(intp,p0,&d,k); //calc new intersection point
//$$
//$$ return int_dist;
//$$ }
//$$ else
//$$ return 0; //no intersection
//$$}
//determine if a vector intersects with an object
//if no intersects, returns 0, else fills in intp and returns dist
fix check_vector_to_object(vms_vector *intp,vms_vector *p0,vms_vector *p1,fix rad,object *obj,object *otherobj)
{
fix size = obj->size;
if (obj->type == OBJ_ROBOT && Robot_info[obj->id].attack_type)
size = (size*3)/4;
//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
if (obj->type == OBJ_PLAYER &&
((otherobj->type == OBJ_PLAYER) ||
((Game_mode&GM_MULTI_COOP) && otherobj->type == OBJ_WEAPON && otherobj->ctype.laser_info.parent_type == OBJ_PLAYER)))
size = size/2;
return check_vector_to_sphere_1(intp,p0,p1,&obj->pos,size+rad);
}
#define MAX_SEGS_VISITED 100
int n_segs_visited;
short segs_visited[MAX_SEGS_VISITED];
int fvi_nest_count;
//these vars are used to pass vars from fvi_sub() to find_vector_intersection()
int fvi_hit_object; // object number of object hit in last find_vector_intersection call.
int fvi_hit_seg; // what segment the hit point is in
int fvi_hit_side; // what side was hit
int fvi_hit_side_seg;// what seg the hitside is in
vms_vector wall_norm; //ptr to surface normal of hit wall
int fvi_hit_seg2; // what segment the hit point is in
int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg);
//What the hell is fvi_hit_seg for???
//Find out if a vector intersects with anything.
//Fills in hit_data, an fvi_info structure (see header file).
//Parms:
// p0 & startseg describe the start of the vector
// p1 the end of the vector
// rad the radius of the cylinder
// thisobjnum used to prevent an object with colliding with itself
// ingore_obj ignore collisions with this object
// check_obj_flag determines whether collisions with objects are checked
//Returns the hit_data->hit_type
int find_vector_intersection(fvi_query *fq,fvi_info *hit_data)
{
int hit_type,hit_seg,hit_seg2;
vms_vector hit_pnt;
int i;
Assert(fq->ignore_obj_list != -1);
Assert((fq->startseg <= Highest_segment_index) && (fq->startseg >= 0));
fvi_hit_seg = -1;
fvi_hit_side = -1;
fvi_hit_object = -1;
//check to make sure start point is in seg its supposed to be in
//Assert(check_point_in_seg(p0,startseg,0).centermask==0); //start point not in seg
// Viewer is not in segment as claimed, so say there is no hit.
if(!(get_seg_masks(fq->p0,fq->startseg,0).centermask==0)) {
hit_data->hit_type = HIT_BAD_P0;
hit_data->hit_pnt = *fq->p0;
hit_data->hit_seg = fq->startseg;
hit_data->hit_side = hit_data->hit_object = 0;
hit_data->hit_side_seg = -1;
return hit_data->hit_type;
}
segs_visited[0] = fq->startseg;
n_segs_visited=1;
fvi_nest_count = 0;
hit_seg2 = fvi_hit_seg2 = -1;
hit_type = fvi_sub(&hit_pnt,&hit_seg2,fq->p0,fq->startseg,fq->p1,fq->rad,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
//!!hit_seg = find_point_seg(&hit_pnt,fq->startseg);
if (hit_seg2!=-1 && !get_seg_masks(&hit_pnt,hit_seg2,0).centermask)
hit_seg = hit_seg2;
else
hit_seg = find_point_seg(&hit_pnt,fq->startseg);
//MATT: TAKE OUT THIS HACK AND FIX THE BUGS!
if (hit_type == HIT_WALL && hit_seg==-1)
if (fvi_hit_seg2!=-1 && get_seg_masks(&hit_pnt,fvi_hit_seg2,0).centermask==0)
hit_seg = fvi_hit_seg2;
if (hit_seg == -1) {
int new_hit_type;
int new_hit_seg2=-1;
vms_vector new_hit_pnt;
//because of code that deal with object with non-zero radius has
//problems, try using zero radius and see if we hit a wall
new_hit_type = fvi_sub(&new_hit_pnt,&new_hit_seg2,fq->p0,fq->startseg,fq->p1,0,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
if (new_hit_seg2 != -1) {
hit_seg = new_hit_seg2;
hit_pnt = new_hit_pnt;
}
}
if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
if (hit_seg != hit_data->seglist[hit_data->n_segs-1] && hit_data->n_segs<MAX_FVI_SEGS-1)
hit_data->seglist[hit_data->n_segs++] = hit_seg;
if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
for (i=0;i<hit_data->n_segs && i<MAX_FVI_SEGS-1;i++)
if (hit_data->seglist[i] == hit_seg) {
hit_data->n_segs = i+1;
break;
}
//I'm sorry to say that sometimes the seglist isn't correct. I did my
//best. Really.
//{ //verify hit list
//
// int i,ch;
//
// Assert(hit_data->seglist[0] == startseg);
//
// for (i=0;i<hit_data->n_segs-1;i++) {
// for (ch=0;ch<6;ch++)
// if (Segments[hit_data->seglist[i]].children[ch] == hit_data->seglist[i+1])
// break;
// Assert(ch<6);
// }
//
// Assert(hit_data->seglist[hit_data->n_segs-1] == hit_seg);
//}
//MATT: PUT THESE ASSERTS BACK IN AND FIX THE BUGS!
//!! Assert(hit_seg!=-1);
//!! Assert(!((hit_type==HIT_WALL) && (hit_seg == -1)));
//When this assert happens, get Matt. Matt: Look at hit_seg2 &
//fvi_hit_seg. At least one of these should be set. Why didn't
//find_new_seg() find something?
// Assert(fvi_hit_seg==-1 || fvi_hit_seg == hit_seg);
Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
hit_data->hit_type = hit_type;
hit_data->hit_pnt = hit_pnt;
hit_data->hit_seg = hit_seg;
hit_data->hit_side = fvi_hit_side; //looks at global
hit_data->hit_side_seg = fvi_hit_side_seg; //looks at global
hit_data->hit_object = fvi_hit_object; //looks at global
hit_data->hit_wallnorm = wall_norm; //looks at global
// if(hit_seg!=-1 && get_seg_masks(&hit_data->hit_pnt,hit_data->hit_seg,0).centermask!=0)
// Int3();
return hit_type;
}
//--unused-- fix check_dist(vms_vector *v0,vms_vector *v1)
//--unused-- {
//--unused-- return vm_vec_dist(v0,v1);
//--unused-- }
obj_in_list(int objnum,int *obj_list)
{
int t;
while ((t=*obj_list)!=-1 && t!=objnum) obj_list++;
return (t==objnum);
}
int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum);
int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg)
{
segment *seg; //the segment we're looking at
int startmask,endmask; //mask of faces
//@@int sidemask; //mask of sides - can be on back of face but not side
int centermask; //where the center point is
int objnum;
segmasks masks;
vms_vector hit_point,closest_hit_point; //where we hit
fix d,closest_d=0x7fffffff; //distance to hit point
int hit_type=HIT_NONE; //what sort of hit
int hit_seg=-1;
int hit_none_seg=-1;
int hit_none_n_segs=0;
int hit_none_seglist[MAX_FVI_SEGS];
int cur_nest_level = fvi_nest_count;
//fvi_hit_object = -1;
if ( stackavail() < 1024 )
{
mprintf( (0, "In fvi_sub, stack left is < 1k !\n" ));
Int3();
}
if (flags&FQ_GET_SEGLIST)
*seglist = startseg;
*n_segs=1;
seg = &Segments[startseg];
fvi_nest_count++;
//first, see if vector hit any objects in this segment
if (flags & FQ_CHECK_OBJS)
for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
if ( !(Objects[objnum].flags & OF_SHOULD_BE_DEAD) &&
!(thisobjnum == objnum ) &&
(ignore_obj_list==NULL || !obj_in_list(objnum,ignore_obj_list)) &&
!laser_are_related( objnum, thisobjnum ) &&
!((thisobjnum > -1) &&
(CollisionResult[Objects[thisobjnum].type][Objects[objnum].type] == RESULT_NOTHING ) &&
(CollisionResult[Objects[objnum].type][Objects[thisobjnum].type] == RESULT_NOTHING ))) {
int fudged_rad = rad;
// If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy)
if (Objects[thisobjnum].type == OBJ_ROBOT)
if (Objects[objnum].type == OBJ_ROBOT)
if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
continue;
if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[Objects[thisobjnum].id].attack_type)
fudged_rad = (rad*3)/4;
//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
if (Objects[thisobjnum].type == OBJ_PLAYER &&
((Objects[objnum].type == OBJ_PLAYER) ||
((Game_mode&GM_MULTI_COOP) && Objects[objnum].type == OBJ_WEAPON && Objects[objnum].ctype.laser_info.parent_type == OBJ_PLAYER)))
fudged_rad = rad/2; //(rad*3)/4;
d = check_vector_to_object(&hit_point,p0,p1,fudged_rad,&Objects[objnum],&Objects[thisobjnum]);
if (d) //we have intersection
if (d < closest_d) {
fvi_hit_object = objnum;
Assert(fvi_hit_object!=-1);
closest_d = d;
closest_hit_point = hit_point;
hit_type=HIT_OBJECT;
}
}
if ( (thisobjnum > -1 ) && (CollisionResult[Objects[thisobjnum].type][OBJ_WALL] == RESULT_NOTHING ) )
rad = 0; //HACK - ignore when edges hit walls
//now, check segment walls
startmask = get_seg_masks(p0,startseg,rad).facemask;
masks = get_seg_masks(p1,startseg,rad); //on back of which faces?
endmask = masks.facemask;
//@@sidemask = masks.sidemask;
centermask = masks.centermask;
if (centermask==0) hit_none_seg = startseg;
if (endmask != 0) { //on the back of at least one face
int side,bit,face;
//for each face we are on the back of, check if intersected
for (side=0,bit=1;side<6 && endmask>=bit;side++) {
int num_faces;
num_faces = get_num_faces(&seg->sides[side]);
if (num_faces == 0)
num_faces = 1;
// commented out by mk on 02/13/94:: if ((num_faces=seg->sides[side].num_faces)==0) num_faces=1;
for (face=0;face<2;face++,bit<<=1) {
if (endmask & bit) { //on the back of this face
int face_hit_type; //in what way did we hit the face?
if (seg->children[side] == entry_seg)
continue; //don't go back through entry side
//did we go through this wall/door?
//#ifdef NEW_FVI_STUFF
if (startmask & bit) //start was also though. Do extra check
face_hit_type = special_check_line_to_face( &hit_point,
p0,p1,seg,side,
face,
((num_faces==1)?4:3),rad);
else
//#endif
//NOTE LINK TO ABOVE!!
face_hit_type = check_line_to_face( &hit_point,
p0,p1,seg,side,
face,
((num_faces==1)?4:3),rad);
if (face_hit_type) { //through this wall/door
int wid_flag;
//if what we have hit is a door, check the adjoining seg
if ( (thisobjnum == Players[Player_num].objnum) && (Physics_cheat_flag==0xBADA55) ) {
wid_flag = WALL_IS_DOORWAY(seg, side);
if (seg->children[side] >= 0 )
wid_flag |= WID_FLY_FLAG;
} else {
wid_flag = WALL_IS_DOORWAY(seg, side);
}
if ((wid_flag & WID_FLY_FLAG) ||
((wid_flag == WID_TRANSPARENT_WALL) &&
((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(&hit_point,seg,side,face))))) {
int newsegnum;
vms_vector sub_hit_point;
int sub_hit_type,sub_hit_seg;
vms_vector save_wall_norm = wall_norm;
int save_hit_objnum=fvi_hit_object;
int i;
//do the check recursively on the next seg.
newsegnum = seg->children[side];
for (i=0;i<n_segs_visited && newsegnum!=segs_visited[i];i++);
if (i==n_segs_visited) { //haven't visited here yet
int temp_seglist[MAX_FVI_SEGS],temp_n_segs;
segs_visited[n_segs_visited++] = newsegnum;
if (n_segs_visited >= MAX_SEGS_VISITED)
goto quit_looking; //we've looked a long time, so give up
sub_hit_type = fvi_sub(&sub_hit_point,&sub_hit_seg,p0,newsegnum,p1,rad,thisobjnum,ignore_obj_list,flags,temp_seglist,&temp_n_segs,startseg);
if (sub_hit_type != HIT_NONE) {
d = vm_vec_dist(&sub_hit_point,p0);
if (d < closest_d) {
closest_d = d;
closest_hit_point = sub_hit_point;
hit_type = sub_hit_type;
if (sub_hit_seg!=-1) hit_seg = sub_hit_seg;
//copy seglist
if (flags&FQ_GET_SEGLIST) {
int ii;
for (ii=0;i<temp_n_segs && *n_segs<MAX_FVI_SEGS-1;)
seglist[(*n_segs)++] = temp_seglist[ii++];
}
Assert(*n_segs < MAX_FVI_SEGS);
}
else {
wall_norm = save_wall_norm; //global could be trashed
fvi_hit_object = save_hit_objnum;
}
}
else {
wall_norm = save_wall_norm; //global could be trashed
if (sub_hit_seg!=-1) hit_none_seg = sub_hit_seg;
//copy seglist
if (flags&FQ_GET_SEGLIST) {
int ii;
for (ii=0;ii<temp_n_segs && ii<MAX_FVI_SEGS-1;ii++)
hit_none_seglist[ii] = temp_seglist[ii];
}
hit_none_n_segs = temp_n_segs;
}
}
}
else { //a wall
//is this the closest hit?
d = vm_vec_dist(&hit_point,p0);
if (d < closest_d) {
closest_d = d;
closest_hit_point = hit_point;
hit_type = HIT_WALL;
#ifdef COMPACT_SEGS
get_side_normal(seg, side, face, &wall_norm );
#else
wall_norm = seg->sides[side].normals[face];
#endif
if (get_seg_masks(&hit_point,startseg,rad).centermask==0)
hit_seg = startseg; //hit in this segment
else
fvi_hit_seg2 = startseg;
//@@else {
//@@ mprintf( 0, "Warning on line 991 in physics.c\n" );
//@@ hit_seg = startseg; //hit in this segment
//@@ //Int3();
//@@}
fvi_hit_seg = hit_seg;
fvi_hit_side = side;
fvi_hit_side_seg = startseg;
}
}
}
}
}
}
}
// Assert(centermask==0 || hit_seg!=startseg);
// Assert(sidemask==0); //Error("Didn't find side we went though");
quit_looking:
;
if (hit_type == HIT_NONE) { //didn't hit anything, return end point
int i;
*intp = *p1;
*ints = hit_none_seg;
//MATT: MUST FIX THIS!!!!
//Assert(!centermask);
if (hit_none_seg!=-1) { ///(centermask == 0)
if (flags&FQ_GET_SEGLIST)
//copy seglist
for (i=0;i<hit_none_n_segs && *n_segs<MAX_FVI_SEGS-1;)
seglist[(*n_segs)++] = hit_none_seglist[i++];
}
else
if (cur_nest_level!=0)
*n_segs=0;
}
else {
*intp = closest_hit_point;
if (hit_seg==-1)
if (fvi_hit_seg2 != -1)
*ints = fvi_hit_seg2;
else
*ints = hit_none_seg;
else
*ints = hit_seg;
}
Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
return hit_type;
}
//--unused-- //compute the magnitude of a 2d vector
//--unused-- fix mag2d(vec2d *v);
//--unused-- #pragma aux mag2d parm [esi] value [eax] modify exact [eax ebx ecx edx] = \
//--unused-- "mov eax,[esi]" \
//--unused-- "imul eax" \
//--unused-- "mov ebx,eax" \
//--unused-- "mov ecx,edx" \
//--unused-- "mov eax,4[esi]" \
//--unused-- "imul eax" \
//--unused-- "add eax,ebx" \
//--unused-- "adc edx,ecx" \
//--unused-- "call quad_sqrt";
//--unused-- //returns mag
//--unused-- fix normalize_2d(vec2d *v)
//--unused-- {
//--unused-- fix mag;
//--unused--
//--unused-- mag = mag2d(v);
//--unused--
//--unused-- v->i = fixdiv(v->i,mag);
//--unused-- v->j = fixdiv(v->j,mag);
//--unused--
//--unused-- return mag;
//--unused-- }
#include "textures.h"
#include "texmerge.h"
#define cross(v0,v1) (fixmul((v0)->i,(v1)->j) - fixmul((v0)->j,(v1)->i))
//finds the uv coords of the given point on the given seg & side
//fills in u & v
find_hitpoint_uv(fix *u,fix *v,vms_vector *pnt,segment *seg,int sidenum,int facenum)
{
vms_vector_array *pnt_array;
vms_vector_array normal_array;
int segnum = seg-Segments;
int num_faces;
int biggest,ii,jj;
side *side = &seg->sides[sidenum];
int vertex_list[6],vertnum_list[6];
vec2d p1,vec0,vec1,checkp; //@@,checkv;
uvl uvls[3];
fix k0,k1;
int i;
//mprintf(0,"\ncheck_trans_wall vec=%x,%x,%x\n",pnt->x,pnt->y,pnt->z);
//do lasers pass through illusory walls?
//when do I return 0 & 1 for non-transparent walls?
create_abs_vertex_lists(&num_faces,vertex_list,segnum,sidenum);
create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum);
//now the hard work.
//1. find what plane to project this wall onto to make it a 2d case
#ifdef COMPACT_SEGS
get_side_normal(seg, sidenum, facenum, (vms_vector *)&normal_array );
#else
memcpy( &normal_array, &side->normals[facenum], sizeof(vms_vector_array) );
#endif
biggest = 0;
if (abs(normal_array.xyz[1]) > abs(normal_array.xyz[biggest])) biggest = 1;
if (abs(normal_array.xyz[2]) > abs(normal_array.xyz[biggest])) biggest = 2;
if (biggest == 0) ii=1; else ii=0;
if (biggest == 2) jj=1; else jj=2;
//2. compute u,v of intersection point
//vec from 1 -> 0
pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+1]];
p1.i = pnt_array->xyz[ii];
p1.j = pnt_array->xyz[jj];
pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+0]];
vec0.i = pnt_array->xyz[ii] - p1.i;
vec0.j = pnt_array->xyz[jj] - p1.j;
//vec from 1 -> 2
pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+2]];
vec1.i = pnt_array->xyz[ii] - p1.i;
vec1.j = pnt_array->xyz[jj] - p1.j;
//vec from 1 -> checkpoint
pnt_array = (vms_vector_array *)pnt;
checkp.i = pnt_array->xyz[ii];
checkp.j = pnt_array->xyz[jj];
//@@checkv.i = checkp.i - p1.i;
//@@checkv.j = checkp.j - p1.j;
//mprintf(0," vec0 = %x,%x ",vec0.i,vec0.j);
//mprintf(0," vec1 = %x,%x ",vec1.i,vec1.j);
//mprintf(0," checkv = %x,%x\n",checkv.i,checkv.j);
k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1));
if (vec0.i)
k0 = fixdiv(fixmul(-k1,vec1.i) + checkp.i - p1.i,vec0.i);
else
k0 = fixdiv(fixmul(-k1,vec1.j) + checkp.j - p1.j,vec0.j);
//mprintf(0," k0,k1 = %x,%x\n",k0,k1);
for (i=0;i<3;i++)
uvls[i] = side->uvls[vertnum_list[facenum*3+i]];
*u = uvls[1].u + fixmul( k0,uvls[0].u - uvls[1].u) + fixmul(k1,uvls[2].u - uvls[1].u);
*v = uvls[1].v + fixmul( k0,uvls[0].v - uvls[1].v) + fixmul(k1,uvls[2].v - uvls[1].v);
//mprintf(0," u,v = %x,%x\n",*u,*v);
}
//check if a particular point on a wall is a transparent pixel
//returns 1 if can pass though the wall, else 0
int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum)
{
grs_bitmap *bm;
side *side = &seg->sides[sidenum];
int bmx,bmy;
fix u,v;
Assert(WALL_IS_DOORWAY(seg,sidenum) == WID_TRANSPARENT_WALL);
find_hitpoint_uv(&u,&v,pnt,seg,sidenum,facenum);
if (side->tmap_num2 != 0) {
bm = texmerge_get_cached_bitmap( side->tmap_num, side->tmap_num2 );
} else {
bm = &GameBitmaps[Textures[side->tmap_num].index];
PIGGY_PAGE_IN( Textures[side->tmap_num] );
}
if (bm->bm_flags & BM_FLAG_RLE)
bm = rle_expand_texture(bm);
bmx = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
bmy = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
//note: the line above had -v, but that was wrong, so I changed it. if
//something doesn't work, and you want to make it negative again, you
//should figure out what's going on.
//mprintf(0," bmx,y = %d,%d, color=%x\n",bmx,bmy,bm->bm_data[bmy*64+bmx]);
return (bm->bm_data[bmy*bm->bm_w+bmx] == 255);
}
//new function for Mike
//note: n_segs_visited must be set to zero before this is called
int sphere_intersects_wall(vms_vector *pnt,int segnum,fix rad)
{
int facemask;
segment *seg;
segs_visited[n_segs_visited++] = segnum;
facemask = get_seg_masks(pnt,segnum,rad).facemask;
seg = &Segments[segnum];
if (facemask != 0) { //on the back of at least one face
int side,bit,face;
//for each face we are on the back of, check if intersected
for (side=0,bit=1;side<6 && facemask>=bit;side++) {
for (face=0;face<2;face++,bit<<=1) {
if (facemask & bit) { //on the back of this face
int face_hit_type; //in what way did we hit the face?
int num_faces,vertex_list[6];
//did we go through this wall/door?
create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
face_hit_type = check_sphere_to_face( pnt,seg,&seg->sides[side],
face,((num_faces==1)?4:3),rad,vertex_list);
if (face_hit_type) { //through this wall/door
int child,i;
//if what we have hit is a door, check the adjoining seg
child = seg->children[side];
for (i=0;i<n_segs_visited && child!=segs_visited[i];i++);
if (i==n_segs_visited) { //haven't visited here yet
if (!IS_CHILD(child))
return 1;
else {
if (sphere_intersects_wall(pnt,child,rad))
return 1;
}
}
}
}
}
}
}
return 0;
}
//Returns true if the object is through any walls
int object_intersects_wall(object *objp)
{
n_segs_visited = 0;
return sphere_intersects_wall(&objp->pos,objp->segnum,objp->size);
}