Adjust to ObjFW changes
FossilOrigin-Name: 85566b261dc924326f2b24254b27e472c0a03fd327b4793ecd42d0ec85a065bf
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4 changed files with 14 additions and 14 deletions
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@ -203,7 +203,7 @@ entinmap(DynamicEntity *d)
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float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
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float dy = (rnd(21) - 10) / 10.0f * i;
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OFVector3D old = d.origin;
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d.origin = OFAddVector3D(d.origin, OFMakeVector3D(dx, dy, 0));
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d.origin = OFAddVectors3D(d.origin, OFMakeVector3D(dx, dy, 0));
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if (collide(d, true, 0, 0))
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return;
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d.origin = old;
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@ -47,11 +47,11 @@ updatepos(DynamicEntity *d)
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if (fx < r && fy < r && fz < rz && d.state != CS_DEAD) {
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if (fx < fy)
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// push aside
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d.origin = OFAddVector3D(d.origin,
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d.origin = OFAddVectors3D(d.origin,
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OFMakeVector3D(
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0, (dy < 0 ? r - fy : -(r - fy)), 0));
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else
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d.origin = OFAddVector3D(d.origin,
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d.origin = OFAddVectors3D(d.origin,
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OFMakeVector3D(
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(dx < 0 ? r - fx : -(r - fx)), 0, 0));
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}
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@ -288,10 +288,10 @@ extern bool demoplayback;
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// simplistic vector ops
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#define dotprod(u, v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z)
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#define vmul(u, f) u = OFMultiplyVector3D(u, OFMakeVector3D(f, f, f))
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#define vdiv(u, f) u = OFDivideVector3D(u, OFMakeVector3D(f, f, f))
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#define vadd(u, v) u = OFAddVector3D(u, v)
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#define vsub(u, v) u = OFSubtractVector3D(u, v)
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#define vmul(u, f) u = OFMultiplyVector3D(u, f)
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#define vdiv(u, f) u = OFMultiplyVector3D(u, (f) / 1.0f)
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#define vadd(u, v) u = OFAddVectors3D(u, v)
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#define vsub(u, v) u = OFSubtractVectors3D(u, v)
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#define vdist(d, v, e, s) \
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OFVector3D v = s; \
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vsub(v, e); \
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@ -208,13 +208,13 @@ collide(DynamicEntity *d, bool spawn, float drop, float rise)
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d.origin.x, d.origin.y, lo + d.eyeHeight);
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else if (space > -1.26f)
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// rise thru stair
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d.origin = OFAddVector3D(
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d.origin = OFAddVectors3D(
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d.origin, OFMakeVector3D(0, 0, rise));
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else
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return false;
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} else
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// gravity
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d.origin = OFSubtractVector3D(d.origin,
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d.origin = OFSubtractVectors3D(d.origin,
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OFMakeVector3D(
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0, 0, min(min(drop, space), headspace)));
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@ -361,14 +361,14 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
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// discrete steps collision detection & sliding
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for (int i = 0; i < moveres; i++) {
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// try move forward
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pl.origin = OFAddVector3D(pl.origin,
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pl.origin = OFAddVectors3D(pl.origin,
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OFMakeVector3D(f * d.x, f * d.y, f * d.z));
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if (collide(pl, false, drop, rise))
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continue;
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// player stuck, try slide along y axis
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pl.blocked = true;
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pl.origin = OFSubtractVector3D(
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pl.origin = OFSubtractVectors3D(
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pl.origin, OFMakeVector3D(f * d.x, 0, 0));
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if (collide(pl, false, drop, rise)) {
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d.x = 0;
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@ -376,7 +376,7 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
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}
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// still stuck, try x axis
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pl.origin = OFAddVector3D(
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pl.origin = OFAddVectors3D(
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pl.origin, OFMakeVector3D(f * d.x, -f * d.y, 0));
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if (collide(pl, false, drop, rise)) {
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d.y = 0;
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@ -385,14 +385,14 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
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// try just dropping down
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pl.moving = false;
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pl.origin = OFSubtractVector3D(
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pl.origin = OFSubtractVectors3D(
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pl.origin, OFMakeVector3D(f * d.x, 0, 0));
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if (collide(pl, false, drop, rise)) {
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d.y = d.x = 0;
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continue;
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}
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pl.origin = OFSubtractVector3D(
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pl.origin = OFSubtractVectors3D(
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pl.origin, OFMakeVector3D(0, 0, f * d.z));
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break;
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}
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