Cube  Diff

Differences From Artifact [1c146ff92c]:

To Artifact [25a7c9cd46]:


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		for (int y = y1; y <= y2; y++) {
			// collide with map
			if (OUTBORD(x, y))
				return false;
			struct sqr *s = S(x, y);
			float ceil = s->ceil;
			float floor = s->floor;

			switch (s->type) {
			case SOLID:
				return false;

			case CORNER: {
				int bx = x, by = y, bs = 1;
				if (x == x1 && y == y1 &&
				        cornertest(
				            0, x, y, -1, -1, &bx, &by, &bs) &&
				        fx1 - bx + fy1 - by <= bs ||
				    x == x2 && y == y1 &&
				        cornertest(
				            0, x, y, 1, -1, &bx, &by, &bs) &&
				        fx2 - bx >= fy1 - by ||
				    x == x1 && y == y2 &&
				        cornertest(
				            0, x, y, -1, 1, &bx, &by, &bs) &&
				        fx1 - bx <= fy2 - by ||
				    x == x2 && y == y2 &&
				        cornertest(
				            0, x, y, 1, 1, &bx, &by, &bs) &&
				        fx2 - bx + fy2 - by >= bs)
					return false;
				break;
			}

			case FHF: // FIXME: too simplistic collision with
			          // slopes, makes it feels like tiny stairs

				floor -= (s->vdelta + S(x + 1, y)->vdelta +
				             S(x, y + 1)->vdelta +
				             S(x + 1, y + 1)->vdelta) /
				    16.0f;
				break;

			case CHF:
				ceil += (s->vdelta + S(x + 1, y)->vdelta +
				            S(x, y + 1)->vdelta +
				            S(x + 1, y + 1)->vdelta) /
				    16.0f;
			}

			if (ceil < hi)
				hi = ceil;
			if (floor > lo)
				lo = floor;
			if (floor < minfloor)
				return false;
		}







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		for (int y = y1; y <= y2; y++) {
			// collide with map
			if (OUTBORD(x, y))
				return false;
			struct sqr *s = S(x, y);
			float ceil = s->ceil;
			float floor = s->floor;

			switch (s->type) {
			case SOLID:
				return false;

			case CORNER: {
				int bx = x, by = y, bs = 1;
				if ((x == x1 && y == y1 &&
				        cornertest(
				            0, x, y, -1, -1, &bx, &by, &bs) &&
				        fx1 - bx + fy1 - by <= bs) ||
				    (x == x2 && y == y1 &&
				        cornertest(
				            0, x, y, 1, -1, &bx, &by, &bs) &&
				        fx2 - bx >= fy1 - by) ||
				    (x == x1 && y == y2 &&
				        cornertest(
				            0, x, y, -1, 1, &bx, &by, &bs) &&
				        fx1 - bx <= fy2 - by) ||
				    (x == x2 && y == y2 &&
				        cornertest(
				            0, x, y, 1, 1, &bx, &by, &bs) &&
				        fx2 - bx + fy2 - by >= bs))
					return false;
				break;
			}

			// FIXME: too simplistic collision with slopes, makes
			// it feels like tiny stairs
			case FHF:
				floor -= (s->vdelta + S(x + 1, y)->vdelta +
				             S(x, y + 1)->vdelta +
				             S(x + 1, y + 1)->vdelta) /
				    16.0f;
				break;

			case CHF:
				ceil += (s->vdelta + S(x + 1, y)->vdelta +
				            S(x, y + 1)->vdelta +
				            S(x + 1, y + 1)->vdelta) /
				    16.0f;
			}

			if (ceil < hi)
				hi = ceil;
			if (floor > lo)
				lo = floor;
			if (floor < minfloor)
				return false;
		}