Clipmove: Difference between revisions

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More explicitly state requirements on written-to gamevars.
Mention that xvect and yvect are expected to be scaled.
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'''clipmovenoslide''' <''return''> <''x''> <''y''> <z> <''sectnum''> <xvect> <yvect> <walldist> <flordist> <ceildist> <clipmask>
'''clipmovenoslide''' <''return''> <''x''> <''y''> <z> <''sectnum''> <xvect> <yvect> <walldist> <flordist> <ceildist> <clipmask>


Calculates the movement of any object, starting from position (<x>, <y>, <z>) and sector <sectnum>, in any direction at velocity (<xvect>, <yvect>), keeping the object will a distance <walldist> from walls, <flordist> from floors, and <ceildist> from ceilings.
Calculates the movement of any object, starting from position (<x>, <y>, <z>) and sector <sectnum>, in any direction at velocity (<xvect>, <yvect>), keeping the object will a distance <walldist> from walls, <flordist> from floors, and <ceildist> from ceilings. The components of the velocity vector, <xvect> and <yvect>, are expected to be scaled by 14 bits, i.e. a value of 16384 corresponds to a Build x/y unit. However, <walldist> is given in Build units directly.


<clipmask> is a mask that tells whether the object should be clipped to or not.  The lower 16 bits are bitwise ANDed with wall[].[[cstat(wall)|cstat]] and the higher 16 bits are bitwise ANDed with sprite[].[[cstat]].
<clipmask> is a mask that tells whether the object should be clipped to or not.  The lower 16 bits are bitwise ANDed with wall[].[[cstat(wall)|cstat]] and the higher 16 bits are bitwise ANDed with sprite[].[[cstat]].

Revision as of 05:17, 4 January 2015

clipmove <return> <x> <y> <z> <sectnum> <xvect> <yvect> <walldist> <flordist> <ceildist> <clipmask>
clipmovenoslide <return> <x> <y> <z> <sectnum> <xvect> <yvect> <walldist> <flordist> <ceildist> <clipmask>

Calculates the movement of any object, starting from position (<x>, <y>, <z>) and sector <sectnum>, in any direction at velocity (<xvect>, <yvect>), keeping the object will a distance <walldist> from walls, <flordist> from floors, and <ceildist> from ceilings. The components of the velocity vector, <xvect> and <yvect>, are expected to be scaled by 14 bits, i.e. a value of 16384 corresponds to a Build x/y unit. However, <walldist> is given in Build units directly.

<clipmask> is a mask that tells whether the object should be clipped to or not. The lower 16 bits are bitwise ANDed with wall[].cstat and the higher 16 bits are bitwise ANDed with sprite[].cstat.

<return>, <x>, <y>, and <sectnum> must be writeable gamevars, and may be modified as the result of the calculation.

<return> value:

0 (touched nothing)
32768+wallnum (wall first touched)
49152+spritenum (sprite first touched)